Oculus Rift DK2 Thread

Absolutely and I've been preaching that - contrary to popular belief, - gamepad controls need faster rotation, not slower, since I've had my DK1.

I've done a bunch of little experimentations with gamepad controls a while ago and one simple thing that helped a lot with rotation-induced sickness was to simply dim down the image to almost black while rotating. I don't understand why no other dev' is giving that as an option.

Wait, I'm confused. I thought viewport manipulation was achieved via the OR while the mouse controlled the aimpoint... when you're talking about mouselook, how exactly is that working in the context you're discussing?
 
The last time I looked into Steam VR, it was out of date and all my attempts to get in touch with the developer (ProgrammerJoe) failed. I think the only main avenue I did not try was Twitter.

I would not want to depend on the SteamVR API and Valve keeping things up to date (Valve Time etc.), especially since we are expecting the 0.5.0 Oculus SDK to be released. Is there any word about whether you can use the Oculus SDK and direct mode without having to use SteamVR?

Joe Ludwig is very active in the Steamworks Developers group, but that's by invitation only. When my Steam Controller bricked, he sent me the firmware within a day of asking for help.

You don't need to use Steamworks VR to use the Oculus SDK at all. Oculus provides native integration into Unity and Unreal Engine 4, as well as provides their own C API. This is just an added abstraction layer, so that the flow looks like:

UE4 -> Steamworks VR -> {Oculus Rift, Valve Proto, Unknown VR Headset}

rather than

UE4 -> Oculus Rift

UE4 -> Valve Proto

UE4 -> Unknown VR Headset

etc
 
Krejlooc said:
You don't need to use Steamworks VR to use the Oculus SDK at all. Oculus provides native integration into Unity and Unreal Engine 4, as well as provides their own C API. This is just an added abstraction layer [cut for brevity]
The current UE4 integration needs updated for the 0.4.0 SDK last I heard, and I just wanted to make sure that the SteamVR abstraction layer was not required, potentially further delaying updates. For example, what I was trying to ask Joe Ludwig about was the latency tester. I have a DK1 latency tester, but as far as I could tell, you cannot use it with SteamVR because SteamVR does not provide an abstraction interface for the DK1 latency tester API. I was trying to find out if there was the possibility of adding it, OR if I developed it myself, could I submit it as an update to the SteamVR API, but never managed to get in touch with anyone.

Joe Ludwig is very active in the Steamworks Developers group, but that's by invitation only. When my Steam Controller bricked, he sent me the firmware within a day of asking for help.
I'm a member of that group, and I have a Greenlight account as well. I tried both adding him on Steam (which I think was denied, not ignored) and posting in the Steam community forum and/or one of the sticky threads. I feel like I posted two or more times and never received any response, but maybe he just didn't see the post(s).
 
The current UE4 integration needs updated for the 0.4.0 SDK last I heard, and I just wanted to make sure that the SteamVR abstraction layer was not required, potentially further delaying updates. For example, what I was trying to ask Joe Ludwig about was the latency tester. I have a DK1 latency tester, but as far as I could tell, you cannot use it with SteamVR because SteamVR does not provide an abstraction interface for the DK1 latency tester API. I was trying to find out if there was the possibility of adding it, OR if I developed it myself, could I submit it as an update to the SteamVR API, but never managed to get in touch with anyone.

I'm a member of that group, and I have a Greenlight account as well. I tried both adding him on Steam (which I think was denied, not ignored) and posting in the Steam community forum and/or one of the sticky threads. I feel like I posted two or more times and never received any response, but maybe he just didn't see the post(s).

Ah, I never tried adding him as a friend, just posting directly there. Try making a topic - if it doesn't get their attention, maybe it'll get the attention of other devs? Barring that, try sending an email to Michael Abrash directly. He's no longer with valve, but I'd assume he could still help and he's usually great about communication.
 
Ah, I never tried adding him as a friend, just posting directly there. Try making a topic - if it doesn't get their attention, maybe it'll get the attention of other devs? Barring that, try sending an email to Michael Abrash directly. He's no longer with valve, but I'd assume he could still help and he's usually great about communication.
I made a thread in the SteamVR general forum rather than a Steamworks area so maybe that was my mistake. Regardless, now that the DK2 is out, the built-in latency tester values are presumably available instead, though I am not sure if any demos besides Tuscany are using them. :P
 
Wait, I'm confused. I thought viewport manipulation was achieved via the OR while the mouse controlled the aimpoint... when you're talking about mouselook, how exactly is that working in the context you're discussing?

For a seated VR experience you still need to turn your avatar around. You can see that as the OR controlling your avatar's head and the mouse/gamepad controlling its torso, or hips...

If you're standing up you could use the OR's orientation to control both - assuming you don't strangle yourself with the cord in the process - but you'd lose the ability to look and walk in different directions.

That obviously doesn't apply to "cockpit" type games.
 
Changes from 0.6F4 to 0.6F5 :

Misc :

Frame rate limit now disabled if vertical sync is active

Oculus Rift :

Implemented chromatic aberration correction (pixel shader)
Simplified head yaw is transmitted in multiplayer packets

FIX : Low persistence setting could be out of sync with Rift

download

ca correction works well, vsync still seems broke for me though with jerky positional tracking, unlocked framerate is fine, getting about 170fps haha, it's now totally usable in long races though, with no real vision issues with being able to see in front for me, loving getting back into lfs after all this time aswell. being able to look into corners and mirrors as you do in real life is just :D

also just tried that chair demo, by far the best demo out there, crazy stuff, loved the part with the spiky thing and the wires going across, would really love it to have motion controls so they could map arm/body movement to it
 
Fairly important news. An API that unifies multiple headsets is absolutely necessary for the future of VR. This was great news when Valve first announced it, and UE4 support is huge going forward.

I don't disagree but when every freaking microsecond matters, stacking APIs on top of each other doesn't sound like the best idea. Hopefully the overhead is negligible.
 
Got a text saying my Rift was delivered. Can't do anything with it until I get back home from Monday Night RAW.
WZvDdTK.jpg
 
Sweet!

SDK 4.1 Preview with a fix for SSE 4.1 requirement and a patch for UE4 (apparently!).

https://developer.oculusvr.com/?act...erm=0_90303cf518-c69173ed3a-86244625&status=1

Release Highlights
• Added Mac OS support.
• Added “Pause Service...” option to the Configuration Utility, allowing 0.3.x SDK applications to run.
• Fixed various display driver bugs. Service no longer requires SSE4.1.
• Fixed Unity Integration shadow support.
• UE4 integration patch is now available that supports 0.4 SDK and runtime.
 
vsync still seems broke for me though with jerky positional tracking

Both head and position tracking was jerky for me, but that was almost completely smoothed out by setting a framerate limit! ..Which is now apparently removed in this patch.. Hmm..
 
Well that update still won't make Proton Pulse low latency for me :( I hope someday in near future we can actually enjoy every dk2 demos with no smearing, as they are intended to be..
 
So far it appears that demos using the 0.4.1 version of the SDK work with DirectToRift when I couldn't run them like that previously. I've also noticed that launching them now causes Windows SmartScreen to pop up.
 
Do they work better as a result? DTR was supposed to be the "ideal" display method for DK2.
Why "supposed to be"? It clearly is the ideal display method - it's just not bug-free on every system configuration yet. Hardly surprising half a month after the release of a devkit.
 
Why "supposed to be"?
Because it didn't work all that well previously. Oculus said "Use DTR", and so they used DTR and it didn't work. Hence, "supposed to be". I absolutely agree it's the way to go, I think a lot of the problems people are having using Extended Desktop this and Main Display that are because of Windows trying to figure out what to do with this weird-ass display it's been given. Take it away and give it straight to the program, and problem solved.

There's a part of me that's glad that I won't be getting mine for a while yet, most of this stuff will have been worked out by then.. hehe.
 
The vast majority of the (current) problems with DTR are related to actually getting it to work. And those can (or at least could, with 4.0) be quite severe. Once it works, it's at the very least equally good as the best I could get out of extended mode.

Edit: Well, the 0.4.1 update hasn't resolved my difficulties with getting DTR to work.
 
So I guess I have to rename my game... hah. Sony just announced 'Volume', with a very similar art style to mine. Ho hum :P
That's the difficulty of (if you're like me) taking an eternity making a game. One always lives in fear of someone else doing the same thing in 1/10 of the time, and/or using a similar name. :P
 
That's the difficulty of (if you're like me) taking an eternity making a game. One always lives in fear of someone else doing the same thing in 1/10 of the time, and/or using a similar name. :P

Well the game isn't similar at all, fortunately, and I'm working pretty quickly, but that was my preferred name and the art styles are very close. Now it's going to be 'Primitive' unless something else is already doing that.
 
Do they work better as a result? DTR was supposed to be the "ideal" display method for DK2.

I'm not sure to be honest.

The vast majority of the (current) problems with DTR are related to actually getting it to work. And those can (or at least could, with 4.0) be quite severe. Once it works, it's at the very least equally good as the best I could get out of extended mode.

Edit: Well, the 0.4.1 update hasn't resolved my difficulties with getting DTR to work.

Are you referring to the 0.4.1 SDK or the runtime? Installing the new runtime didn't fix those issues for me. It was testing new versions of demos compiled with the new SDK vs. trying old versions of demos using 0.4 that made it work for me.
 
Well the game isn't similar at all, fortunately, and I'm working pretty quickly, but that was my preferred name and the art styles are very close. Now it's going to be 'Primitive' unless something else is already doing that.

What about a play on the name Volume? I'm assuming you are referring to volume as in space rather than sound?
 
Still under NDA, but I really wish you guys can try out PCars with the DK2..
I've got PCars, now all I need is my damn DK2.. lol.

How's the performance? I haven't done much to try to optimize the game for the Rift yet, and I'm rarely hitting full 1080p/60. How badly will I need to turn everything down to get a solid 75fps in the Rift?
 
I've got PCars, now all I need is my damn DK2.. lol.

How's the performance? I haven't done much to try to optimize the game for the Rift yet, and I'm rarely hitting full 1080p/60. How badly will I need to turn everything down to get a solid 75fps in the Rift?

What's your rig if you don't mind me asking? I can take screenshots of my whole settings so you have a smooth experience from the get go.
 
Still under NDA, but I really wish you guys can try out PCars with the DK2..

You god damn tease!

Have you played Live For Speed with the latest VR patch? If so I would be very curious to know how it compares.

LFS's DK2 implementation is pretty freaking solid but the game itself is pretty bare bones.
 
What's your rig if you don't mind me asking? I can take screenshots of my whole settings so you have a smooth experience from the get go.
i7-2600K @ 3.4 (not OC, although I could if I wanted)
16GB DDR3
GTX-680 2GB
Win7Pro/64

I run it pretty much maxxed out because I like the pretties.. lol. The trick is to figure out which settings have the highest impact on performance but the lowest impact visually.
 
i7-2600K @ 3.4 (not OC, although I could if I wanted)
16GB DDR3
GTX-680 2GB
Win7Pro/64

I run it pretty much maxxed out because I like the pretties.. lol. The trick is to figure out which settings have the highest impact on performance but the lowest impact visually.

Ah ok. Cool. I'll send you some screenshots of my settings via PM. I'll put some suggestions on which settings to turn down and which to turn off that sorta thing. Don't really want to post screenies and stuff yet because of the NDA.
 
What about a play on the name Volume? I'm assuming you are referring to volume as in space rather than sound?

Well, someone else suggested Spacious, which is pretty good, but Primitive fits quite nicely, since my levels are built from primitives for the most part, and because 'primitive' sort of fits the theme of the game in that the player is a creation of a much more complex being.
 
Just tried my DK2 which arrived today...

The built in demo managed to impress me and I then installed LFS. I am now feeling very motion sick. I don't know if it is the disconnect of not having a wheel or what but a single lap pretty much destroyed me.

Still until I started moving it was quite cool!
 
Been fooling around with DK2 today. Finally got low persistence working on LFS (disable Crossfire!).

Now I'm trying to get the head tracking working in the Totoro demo before my wife gets home since that's a perfect way to sell VR, it being her favorite movie.

Anyone have any experience with this demo? The view just constantly spins :(
 
Just tried my DK2 which arrived today...

The built in demo managed to impress me and I then installed LFS. I am now feeling very motion sick. I don't know if it is the disconnect of not having a wheel or what but a single lap pretty much destroyed me.

Still until I started moving it was quite cool!

Yeah, lack of a wheel might explain some of it. And if you haven't done it already, be aware that you probably need to tweak LFS quite a bit before its doing what it should with the DK2. 75 hz, low persistence, vsync, mip maps, AF, AA.. For some reason they were all off as default when I installed it. And yes: The lack of a wheel might explain some of the motion sickness.

Anyway, the "The Chair" developer obviously is developing on a supercomputer, because his "completely judder-free" 0.4.1 version has even more judder than the previous version on my PC..But the framerates down in the low 40s might explain that..
 
Just tried my DK2 which arrived today...

The built in demo managed to impress me and I then installed LFS. I am now feeling very motion sick. I don't know if it is the disconnect of not having a wheel or what but a single lap pretty much destroyed me.

Still until I started moving it was quite cool!

Did you install the latest patch? This surprises me. Out of every demo and game out there currently, LFS has the most spot on tracking so far. It's complete 1:1 in my opinion. A lot of people consider it to be the demo that is closest in terms of tracking to the desk demo and I can agree with that.

I can tell you settings wise, turn OFF V-Sync. And leave the frames uncapped.
 
Just got DK2:

I tried a million demos on DK1 and never felt that motion sick feeling even on rollercoasters and such but holy God did CyberSpaceDK2 make me want to puke almost immediately. In a good way. DK1 was incapable of doing that for me but it seems like DK2 is capable of far more immersion.

I thought the black borders on the sides would bug me, and I was right, but I think it's something I'll get used to. That isn't to say that I don't want to see that problem eliminated for CV1, but it could be worse. The resolution is also obviously still lacking, but there's not much that can be done about that right now. The camera needs to be farther away than I think most people have their monitors (I have it at like 4 feet and that's lacking) which could be improved as well, I'd hope.

I'm still getting it setup and I'm running into a little weirdness. I thought I was getting screen tearing, but I don't think that's the case. If I close my right eye, the left view is perfectly fine, but if I close my left eye, the right eye has some sort of artifact that looks somewhat like screen tearing crossed with blurriness whenever I move my head. I made sure I was keeping 75hz in the demo, so I don't think that was the issue. I'll look into it more after I get the IPD properly measured and setup.

If any enthusiasts are on the fence I would tell you to not buy it. It's close enough to being there that the ways it's not yet stick out like a sore thumb. If you can wait, I would definitely do it, although I think I'll get my monies worth out of it personally.
 
Did you install the latest patch? This surprises me. Out of every demo and game out there currently, LFS has the most spot on tracking so far. It's complete 1:1 in my opinion. A lot of people consider it to be the demo that is closest in terms of tracking to the desk demo and I can agree with that.

I can tell you settings wise, turn OFF V-Sync. And leave the frames uncapped.

I tried turning off the v-sync and uncapping the fps and it seemed a little better until I spun out and nearly lost it. When I'm not moving or even going in a strait line I feel fine... tight turns make me feel ill though. I think it is the disconnect with the motion I'm expecting to feel or something. I'm getting nearly 400 fps though. Thanks for the advice.
 
I tried turning off the v-sync and uncapping the fps and it seemed a little better until I spun out and nearly lost it. When I'm not moving or even going in a strait line I feel fine... tight turns make me feel ill though. I think it is the disconnect with the motion I'm expecting to feel or something. I'm getting nearly 400 fps though. Thanks for the advice.

What CPU and GPU do you have? I only get 90 fps with everything maxed and my rig isn't a slouch.
 
Just got DK2:

I tried a million demos on DK1 and never felt that motion sick feeling even on rollercoasters and such but holy God did CyberSpaceDK2 make me want to puke almost immediately. In a good way. DK1 was incapable of doing that for me but it seems like DK2 is capable of far more immersion.

I thought the black borders on the sides would bug me, and I was right, but I think it's something I'll get used to. That isn't to say that I don't want to see that problem eliminated for CV1, but it could be worse. The resolution is also obviously still lacking, but there's not much that can be done about that right now. The camera needs to be farther away than I think most people have their monitors (I have it at like 4 feet and that's lacking) which could be improved as well, I'd hope.

I'm still getting it setup and I'm running into a little weirdness. I thought I was getting screen tearing, but I don't think that's the case. If I close my right eye, the left view is perfectly fine, but if I close my left eye, the right eye has some sort of artifact that looks somewhat like screen tearing crossed with blurriness whenever I move my head. I made sure I was keeping 75hz in the demo, so I don't think that was the issue. I'll look into it more after I get the IPD properly measured and setup.

If any enthusiasts are on the fence I would tell you to not buy it. It's close enough to being there that the ways it's not yet stick out like a sore thumb. If you can wait, I would definitely do it, although I think I'll get my monies worth out of it personally.

I'm already used to the black borders. I do miss the FOV of the original dev kit, but this is still a superior piece of hardware. Toggling low persistence in the demos that let you (like OceanRift) is eye opening too. I'll have a build of my game soon that I can finally use with DK2 and full positional tracking without having to emulate it. The UE4 stuff should start rolling out soon with support for the service.
 
I've got PCars, now all I need is my damn DK2.. lol.

How's the performance? I haven't done much to try to optimize the game for the Rift yet, and I'm rarely hitting full 1080p/60. How badly will I need to turn everything down to get a solid 75fps in the Rift?

I can answer that from my own perspective.

Based on my rigs with the specs:
i7 3930k @4.6Ghz
GTX680 @1228/7000
16GB RAM

In traditional 2d mode, to sustain a pretty fluid 60fps vsync'd experience, i had everything on to its max except:

Detailed grass = OFF
AA = DS2X
Vignette = OFF (personal preference rather than performance impact)
Shadows = HIGH
Reflections = HIGH
Motion blur = LOW (personal preference)
Render frames = 1 (lowest input lag for the wheel)

In OR mode, keep in mind i mostly do TT with the occasional quick race, i have lowered a couple things:

AA = OFF
Shadows = OFF (old recommendation from DK1 days, but may not be necessary now?)
Env MAP = HIGH

Also, ive seen the impact of -skipcrowds to improve framerate, which is worth considering for some more fps. However i like seeing the crowd, fills out the stadiums and looks nice.
 
So I got to try the DK2 at Siggraph today and want to place an order.

Do we have any gaffers who bought it from Vancouver,Canada? (or canada in general) I am curious what the final price was with shipping/taxes and customs. Also do they charge your card when it ships or right away?
 
I can't solve the problem I'm having in the right eye (blurring/sort of tearing when I move my head, despite left eye view being fine). Anyone have an idea what could be causing it? I'm on the latest runtime, have upgraded firmware, am not using any extension cables, etc. Do I need to force v-sync somewhere in the Nvidia control panel or something, or is it another issue entirely? For what it's worth, I've looked at the framerate while doing it, and it never went below 75 (tried in a couple demos)

Unity games also crash when I try to launch them direct to Rift, but one problem at a time :P


Edit: Solved both issues by going to extend mode instead of Direct to Rift. I guess Direct to Rift mode needs more time in the oven.

I'm already used to the black borders. I do miss the FOV of the original dev kit, but this is still a superior piece of hardware. Toggling low persistence in the demos that let you (like OceanRift) is eye opening too. I'll have a build of my game soon that I can finally use with DK2 and full positional tracking without having to emulate it. The UE4 stuff should start rolling out soon with support for the service.

I'll probably end up lowering the FOV a bit to get rid of the borders, like people have been mentioning. It's not a big deal, but I'd be really disappointed if CV1 came out and those types of tradeoffs still needed to be made.
 
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