Oculus Rift DK2 Thread

Oh god I loaded up the 4th Floor studio demo (which is fantastic by the way) and I decided to tilt the IR tracker up higher and then stand up. Oh man. The positional tracking is such that you are basically able to take a physical step forward, back, left, or right and it basically does exactly that in the demo. My brain is having a seriously hard time getting back to normal after doing that. I haven't had any issues while using the DK2, I feel it a tiny bit when I take it off. But this is noticeable, like affecting my balance and vision ever so slightly. This is very weird and cool.
 
Oh god I loaded up the 4th Floor studio demo (which is fantastic by the way) and I decided to tilt the IR tracker up higher and then stand up. Oh man. The positional tracking is such that you are basically able to take a physical step forward, back, left, or right and it basically does exactly that in the demo. My brain is having a seriously hard time getting back to normal after doing that. I haven't had any issues while using the DK2, I feel it a tiny bit when I take it off. But this is noticeable, like affecting my balance and vision ever so slightly. This is very weird and cool.

Yea I always try to stand in demos where you play a standing avatar. It's just more impressive and trippy than sitting down. Crazy stuff. I understand why but it sucks that DK2 doesn't have the full 360 degree tracking for that.
 
I cannot get head tracking to work with anything but E:D. I am using Bilagos tool, and I have the rift as my second monitor. The games are launching in the rift, but I get no head tracking what so ever. What step am I missing?
 
There is absolutely no obligation for any of these devs to support DK1 or DK2. It is in their best interest to support VR when a consumer model launches, and there would be considerable expectation that all cockpit-based sims have a VR mode at that stage. Anything before that should be seen as a bonus. While it would be useful for them to gain feedback and experience on the devkits before that time, you have to accept that they are going to be on different schedules and other things may take priority, and the support may take months to arrive if at all. There is only a very small number of headsets in the wild, and while there is a lot of hype, this is currently a niche of a niche (a non-consumer device on an unfinished sim). It may seem like they are missing a trick by not making it their number 1 priority, but in the grand scheme of things, the speed at which DK2 support arrives is not going to have a significant impact on sales of their software.

(Putting it into perspective like this is my way of dealing with the wait. We can get through this!)

Ha, yeah. I just have a short attention span and if pCARS comes with DK2 support out of the box I might spend my time there.

I completely get that it's development and there are literally, maybe 400 people with REAL interest in AC and DK2 (if that ... ) but I'll be damned if I don't ask!

I just really hope that they didn't kick it to the side, that they are implementing AS they are going along and not going to try and 'retro-fit' it after all is said and done.

Waiting is indeed a VR enthusiasts favorite pastime, lol.

On another note, I'm getting pretty sorry performance in World of Diving. I'll look out into the blank and I'll hit 75 or so but then drop to 50-60, even on low settings with AA turned off.

Specs are:

R9 290 OC
16 GB 1600 RAM
i5-3570k (slight OC)
SSD (where game is installed)

Seems weird I'd be having performance issues like this just doing the first part of the ship exploration.

Yet another 'early access' game ... so it may not be optimized but it doesn't make sense that it runs 'that' bad on this system.

EDIT: Tried "Very Low" and no AA, still hitting high 50's and 60's instead of steady 75 ...
 
I cannot get head tracking to work with anything but E:D. I am using Bilagos tool, and I have the rift as my second monitor. The games are launching in the rift, but I get no head tracking what so ever. What step am I missing?

Do you have the Oculus runtime installed? Does the camera light come on when you launch other games?
 
I cannot get head tracking to work with anything but E:D. I am using Bilagos tool, and I have the rift as my second monitor. The games are launching in the rift, but I get no head tracking what so ever. What step am I missing?
I thought Bilago's tool was only for 0.3.x apps (like ED? I don't have it)... it isn't necessary for most demos. And with the 0.4.1 update, it isn't necessary at all, as you can 'Pause service' in the config utility instead.
 
I cannot get head tracking to work with anything but E:D. I am using Bilagos tool, and I have the rift as my second monitor. The games are launching in the rift, but I get no head tracking what so ever. What step am I missing?

I have to use Bilago's tool to Stop the Service, then launch the game straight after and it seems to work. You don't need to start the service after that.
 
Oh god I loaded up the 4th Floor studio demo (which is fantastic by the way) and I decided to tilt the IR tracker up higher and then stand up. Oh man. The positional tracking is such that you are basically able to take a physical step forward, back, left, or right and it basically does exactly that in the demo. My brain is having a seriously hard time getting back to normal after doing that. I haven't had any issues while using the DK2, I feel it a tiny bit when I take it off. But this is noticeable, like affecting my balance and vision ever so slightly. This is very weird and cool.

Same here man, I did 4th floor studio last night as my first standing demo and it's really something being able to take a few steps forward and for it to feel so natural. Really makes me want full tracking :( I want freedom! I also did this with kon Tiki and it was great. Really wanted to reach out and touch the bamboo struts!

Someone on reddit mentioned positioning their camera low for the boiler room demo and sitting cross legged with the dk2 on, just watching the coal sprites do their thing from this vantage point. Think I might have to try that :)
 
HOLYSHITLIVEFORSPEEDRULES.

I was really digging it, and then I turned around and looked out the back window of the car I was driving. Man that is like nothing else.
 
So, I'm sharing this with you guys. This is a very very very early build of my game. I'm hoping to put a demo out soon, but after spending about two days getting this thing to compile with the 4.1 SDK I'll be damned if I'm not sharing it with you.

Works mirrored in direct or in extended, amazingly enough. Just run the shortcut in the directory you extract to. Performance in direct seems much worse though, for me at least. I'm not sure exactly why. There's also some juddering as you look around unless you disable low persistence (which introduces ugly blobs, so I say don't do that).

Y on an Xbox 360 pad centers your view.
Q on a keyboard.

64 Bit only for right now. Needs the Oculus 4.1 runtime.

https://mega.co.nz/#!y9gl3JKT!RqWFmq6R7G0VLmOxyCht3po0odjzR9Vu9loi-KVnNbk
 
So, I'm sharing this with you guys. This is a very very very early build of my game. I'm hoping to put a demo out soon, but after spending about two days getting this thing to compile with the 4.1 SDK I'll be damned if I'm not sharing it with you.

Works mirrored in direct or in extended, amazingly enough. Just run the shortcut in the directory you extract to. Performance in direct seems much worse though, for me at least. I'm not sure exactly why. There's also some juddering as you look around unless you disable low persistence (which introduces ugly blobs, so I say don't do that).

Y on an Xbox 360 pad centers your view.
Q on a keyboard.

64 Bit only for right now. Needs the Oculus 4.1 runtime.

https://mega.co.nz/#!y9gl3JKT!RqWFmq6R7G0VLmOxyCht3po0odjzR9Vu9loi-KVnNbk

Can we see a screenshot? Or is it really that early?
 
You posted on a page where they were quoted :P

but here you go.

http://www.neogaf.com/forum/showpost.php?p=124570625&postcount=2326

You actually expect me to remember every post in this thread? Cmon man. The point being if you want people to check out your work it takes like 3 minutes to throw up a screenshot. If you were to do this on the Oculus dev forums cyberreality would suggest posting a pic as well. A preview isn't a tall order request :) Thanks for providing the link just the same.

edit: And your preview has informed me I don't need to "download" it. See? That's why people want to get a taste of what a project looks like to gauge if they want to take the time to get strapped into the Rift in order to view it. Not trying to be a dick or anything but that's why I wanted to a see a pic.
 
You actually expect me to remember every post in this thread? Cmon man. The point being if you want people to check out your work it takes like 3 minutes to throw up a screenshot. If you were to do this on the Oculus dev forums cyberreality would suggest posting a pic as well. A preview isn't a tall order request :) Thanks for providing the link just the same.

edit: And your preview has informed me I don't need to "download" it. See? That's why people want to get a taste of what a project looks like to gauge if they want to take the time to get strapped into the Rift in order to view it. Not trying to be a dick or anything but that's why I wanted to a see a pic.

It's a super quick build I just threw out there in this thread because it took me two days to get it compiling with the 4.1 SDK. That's all. It's not polished. It's super early. Etc etc. When I have a finalized version of the demo I'll be submitting it to all the usual places with screen shots et al. It took me a long ass time to get it working, so I thought, screw it, I'll share the link.

You can't spare five minutes of time to download and check out a 50 MB quick build I released? No worries. I've got no idea how valuable your time is.
 
So, I'm sharing this with you guys. This is a very very very early build of my game. I'm hoping to put a demo out soon, but after spending about two days getting this thing to compile with the 4.1 SDK I'll be damned if I'm not sharing it with you.

Works mirrored in direct or in extended, amazingly enough. Just run the shortcut in the directory you extract to. Performance in direct seems much worse though, for me at least. I'm not sure exactly why. There's also some juddering as you look around unless you disable low persistence (which introduces ugly blobs, so I say don't do that).

Y on an Xbox 360 pad centers your view.
Q on a keyboard.

64 Bit only for right now. Needs the Oculus 4.1 runtime.

https://mega.co.nz/#!y9gl3JKT!RqWFmq6R7G0VLmOxyCht3po0odjzR9Vu9loi-KVnNbk

Nice dude, just gave it a whirl.

I get some judder but I also get that with a lot of stuff when I run Direct To Rift mode, so I might just need to do it in extended. I'll try that a little bit later and run through it again. Other than that it ran great, booted up the first time no problem, didn't have to install the redistributables or do any tinkering to get it up and running.

You definitely have some cool ideas here. The first time I stepped through a black wall into new space I got tense like I was expecting to freefall until I looked back and saw everything in the right place. Pretty cool. Using the pitch black environment with player perspective to hide and reveal pathways is definitely a neat mechanic. The contrast of the glowing wireframes looks trippy and cool to boot. Best part of the demo for me was the initial inverted door/wall trick. Then turning around and going into the other side of the door. Was a genuine ah ha! that's pretty cool moment.

At the same time though I did feel like I was more lost and just aimlessly stumbling through a maze instead of exploring or solving puzzles necessarily, but it's incomplete of course and it's a great starting point for sure. Some parts with little drops into darkness and things were disorienting, and the most problematic glitch I'd say is being able to clip your vision through walls in some spots. Because it's a game of perspectives it can either accidentally reveal a pathway for you or completely mislead and confuse you lol. A couple times I wasn't sure if I did the right thing or accidentally broke the game. Still, there's definitely a foundation for something very good and mind-bending here. Keep it up.
 
Ha, yeah. I just have a short attention span and if pCARS comes with DK2 support out of the box I might spend my time there.

I completely get that it's development and there are literally, maybe 400 people with REAL interest in AC and DK2 (if that ... ) but I'll be damned if I don't ask!

I just really hope that they didn't kick it to the side, that they are implementing AS they are going along and not going to try and 'retro-fit' it after all is said and done.

Waiting is indeed a VR enthusiasts favorite pastime, lol.

On another note, I'm getting pretty sorry performance in World of Diving. I'll look out into the blank and I'll hit 75 or so but then drop to 50-60, even on low settings with AA turned off.

Specs are:

R9 290 OC
16 GB 1600 RAM
i5-3570k (slight OC)
SSD (where game is installed)

Seems weird I'd be having performance issues like this just doing the first part of the ship exploration.

Yet another 'early access' game ... so it may not be optimized but it doesn't make sense that it runs 'that' bad on this system.

EDIT: Tried "Very Low" and no AA, still hitting high 50's and 60's instead of steady 75 ...

Did you buy world of diving from the website or are you a beta tester for the game ?
Do they give you a steam key immediately ?
 
So, I'm sharing this with you guys. This is a very very very early build of my game. I'm hoping to put a demo out soon, but after spending about two days getting this thing to compile with the 4.1 SDK I'll be damned if I'm not sharing it with you.

Works mirrored in direct or in extended, amazingly enough. Just run the shortcut in the directory you extract to. Performance in direct seems much worse though, for me at least. I'm not sure exactly why. There's also some juddering as you look around unless you disable low persistence (which introduces ugly blobs, so I say don't do that).

Y on an Xbox 360 pad centers your view.
Q on a keyboard.

64 Bit only for right now. Needs the Oculus 4.1 runtime.

https://mega.co.nz/#!y9gl3JKT!RqWFmq6R7G0VLmOxyCht3po0odjzR9Vu9loi-KVnNbk

I like the concept and I got to a section where I fall with no recovery. I did not notice any judder, albeit I brought the screen-percentage down to 70% from 200.

As YuShtink said, it was rather disorienting with drops into darkness. Still, I'm looking forward for more more now.
 
HOLYSHITLIVEFORSPEEDRULES.

I was really digging it, and then I turned around and looked out the back window of the car I was driving. Man that is like nothing else.

Yeah.. I think the open wheel cars is the best experience in LFS, a shame that there aren't more of them..
 
ordered on 4/18 and got an email yesterday saying they're preparing to ship. How many more days do you think it will take til they actually ship it?
 
So my order has been shipped and I got my tracking number, but UPS site says
>>> UPS could not locate the shipment details for your request. Please verify your information and try again later.
Anyone else had this come up as well?
 
Just tried Ocean Rift. Whoa, that was something. I've always been afraid of diving and oceans in general, first thing I see there is some huge fish whatever thing lol
That's probably as far as I'd go in horror VR haha

I will make sure to check out your demo later plagiarize!

Btw do you guys have any idea why i get a bit of motion blur (not refering to black smearing) despite hitting constant 75fps? Noticed in Eden River HD and Ocean Rift.
 
Nice dude, just gave it a whirl.

I get some judder but I also get that with a lot of stuff when I run Direct To Rift mode, so I might just need to do it in extended. I'll try that a little bit later and run through it again. Other than that it ran great, booted up the first time no problem, didn't have to install the redistributables or do any tinkering to get it up and running.

You definitely have some cool ideas here. The first time I stepped through a black wall into new space I got tense like I was expecting to freefall until I looked back and saw everything in the right place. Pretty cool. Using the pitch black environment with player perspective to hide and reveal pathways is definitely a neat mechanic. The contrast of the glowing wireframes looks trippy and cool to boot. Best part of the demo for me was the initial inverted door/wall trick. Then turning around and going into the other side of the door. Was a genuine ah ha! that's pretty cool moment.

At the same time though I did feel like I was more lost and just aimlessly stumbling through a maze instead of exploring or solving puzzles necessarily, but it's incomplete of course and it's a great starting point for sure. Some parts with little drops into darkness and things were disorienting, and the most problematic glitch I'd say is being able to clip your vision through walls in some spots. Because it's a game of perspectives it can either accidentally reveal a pathway for you or completely mislead and confuse you lol. A couple times I wasn't sure if I did the right thing or accidentally broke the game. Still, there's definitely a foundation for something very good and mind-bending here. Keep it up.

I like the concept and I got to a section where I fall with no recovery. I did not notice any judder, albeit I brought the screen-percentage down to 70% from 200.

As YuShtink said, it was rather disorienting with drops into darkness. Still, I'm looking forward for more more now.

Thanks for the feedback guys. I'm going to keep tweaking things to try to figure out how to reduce the juddering, and trying to prevent the camera from being able to clip through a wall is definitely on my to do list.

Some parts do get pretty disorienting... I'm definitely trying to balance that. So long as people aren't getting motion sick, I think some is good. The first flight of stairs down you come across still disorient me though to be honest, and the dark maze was way more disorienting in practice than I thought it would be when I was building it.

Mainly I'm glad to know it's working on other systems though, so thank you for checking it out. Those two days of getting this working on the 4.1 runtime weren't wasted!

Just tried Ocean Rift. Whoa, that was something. I've always been afraid of diving and oceans in general, first thing I see there is some huge fish whatever thing lol
That's probably as far as I'd go in horror VR haha

I will make sure to check out your demo later plagiarize!

Btw do you guys have any idea why i get a bit of motion blur (not refering to black smearing) despite hitting constant 75fps? Noticed in Eden River HD and Ocean Rift.

Hit F1 in ocean rift. It toggles low persistence mode and with it on you shouldn't get any motion blur. 'On' looks a bit darker.
 
Hit F1 in ocean rift. It toggles low persistence mode and with it on you shouldn't get any motion blur. 'On' looks a bit darker.

Thanks man, I will try it later today, thought low persistance would kick in automatically it 75fps :)

--

Tried Dolphin with Monster Hunter G and it's great. I never expected it to work that well out of the box. 30fps is really not easy on the eyes in VR but the sense of scale and the ability to look around while controlling your char - I can put up with 30fps for my favorite franchise in VR :D Also playing a Wii port of a PS2 game on a PC emulator using a Xbox One controller wearing an Oculus Rift... haha.

--

Also checked out the Whirligig player but it wouldn't read the hipreplacement video neither any of my mkvs I tried. Gotta look into that later.
 
Did you buy world of diving from the website or are you a beta tester for the game ?
Do they give you a steam key immediately ?

I created an account on the website and then purchased. Once I purchased there is a section in the account that says "show Steam key" and entered that into Steam.

I think it was $20 and it is a beta, the main game is not released yet but there is plenty to do. I think Ocean Rift does it better though, but there is MUCH more to explore and it's more of a game with WoD, plus way more cool stuff to look at, it's a lot further along as a game.

Right now WoD has "moving" tied to the Rift, so if you look up and push forward you go that direction, it's a little disorienting, I had to turn off "allow vertical movement with headset" or something like that as it was just weirdly warping everything.

I really, REALLY need to figure out what the issue is with the performance. On Ultra and AA turned on I get solid 60FPS on my monitor, on Very Low and no AA in the Rift I hover around 50-70 with very minimal bursts into 75. I don't see how people enjoy it like this. I must be doing something wrong because their are multiple accolades regarding the game and the DK2.
 
Absolutely loving the DK2. I couldn't last longer than 15 to 20 minutes with the DK1 but no motion sickness at all with DK2.

So is Elite Dangerous my only option for an actual game (not tech demo)? All the demos are great but I actually want to sink my teeth into something.
 
I guess I am amongst the ones sensitive to VR sickness but every time there's a disconnect between my real arms and the in game arms it made me kinda dizzy.
 
So, what is the deal with the new SDK that was released a couple days ago?

Should I install it? Do I need to re-flash my DK2 once I do?

Does it break compatibility with any games if I install it?
 
Man when are we gonna get Lunar Flight DK2 support :( it's been sitting there in my Steam library untouched since forever. This game and Senza Peso are the ones I'm most excited to try out.
 
Sounds like you could be CPU limited in the Rift case.

Is this directed at me? If so, I figured an i5-3570k with a slight OC (3.5 or 3.6) would be sufficient. Maybe I'll finally spring for a cooler and OC it. Asked around and will probably get the 212 but just holding off since it hasn't been really needed. Hopefully get it to a stable 4.2 or so should do the trick.

Don't try to play lfs with a controller. Gave me terrible motion sickness because of the arms in view.

You can disable the body, it helped with my sickness (although I was playing with a wheel).
 
I created an account on the website and then purchased. Once I purchased there is a section in the account that says "show Steam key" and entered that into Steam.

I think it was $20 and it is a beta, the main game is not released yet but there is plenty to do. I think Ocean Rift does it better though, but there is MUCH more to explore and it's more of a game with WoD, plus way more cool stuff to look at, it's a lot further along as a game.

Right now WoD has "moving" tied to the Rift, so if you look up and push forward you go that direction, it's a little disorienting, I had to turn off "allow vertical movement with headset" or something like that as it was just weirdly warping everything.

I really, REALLY need to figure out what the issue is with the performance. On Ultra and AA turned on I get solid 60FPS on my monitor, on Very Low and no AA in the Rift I hover around 50-70 with very minimal bursts into 75. I don't see how people enjoy it like this. I must be doing something wrong because their are multiple accolades regarding the game and the DK2.

So is world of diving worth it or would you recommend to wait until its more fleshed out? I'm really interested in it as well.
Shame to hear about the performance though. I hope its not the CPU's fault because I have an I5 3550. I can't believe that there is so much to calculate in a diving game. Lets hope they will optimize it a lot more.

Absolutely loving the DK2. I couldn't last longer than 15 to 20 minutes with the DK1 but no motion sickness at all with DK2.

So is Elite Dangerous my only option for an actual game (not tech demo)? All the demos are great but I actually want to sink my teeth into something.

Elite Dangerous, Quake 1, Quake 2 and Euro Truck Simulator 2
 
So, what is the deal with the new SDK that was released a couple days ago?

Should I install it? Do I need to re-flash my DK2 once I do?

Does it break compatibility with any games if I install it?
It fixes some stuff, and you no longer need the Bilago tool for 0.3.x games.

Yes. No.

Not that I'm aware of, but I haven't tested much.
 
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