Oculus Rift DK2 Thread

Anyone think now's a good time to jump in and sub to UE4 in order to develop and test ideas on DK2 with the latest SDK? For the record, I'm not a programmer, but am interested in seeing what I can do with it anyways.
 
As long as you don't mind pausing the service when working on a game, sure. It's a blast to work with.
Does it work with direct mode and camera head positioning yet? How is the lag compared to other engines?

Also, why does the service have to be killed? I thought the new UE4 release improved some of that but perhaps I was mistaken.
 
Does it work with direct mode and camera head positioning yet? How is the lag compared to other engines?

Also, why does the service have to be killed? I thought the new UE4 release improved some of that but perhaps I was mistaken.

It doesn't work with direct mode yet, but the camera head positioning is fine and the lag isn't noticeably worse than non-UE4 games/demos I've tried. Out of the box UE4.4 still doesn't use the latest SDK, which is why the service still needs to be paused (though the latest Oculus config tool has an easy-to-access option to pause said service).

Some people have been integrating the latest Oculus SDK into UE4 themselves (as in, building UE4 with a UE4 integration update provided by Oculus), which does allow you to play with the service running and maybe direct mode (not sure). I haven't messed with that.
 
Getting direct mode working is kind of a big deal to me, since I want anything I create to work consistently in that mode without any hitches. But that being said, if I can work around it, it might be worth diving into now, especially since I have a lot to learn anyways. I guess I'll have to think about it.
 
Been lurking in the Pcars forums for a bit hoping for a fix for the Rift implementation. Cant really say much as its under NDA but looks like they have made a few improvements for the next build.
 
Went back to try more HL2 tonight, and was able to tweak a few things that essentially removed judder. Thought my stomach could handle it but after about a half hour I had to call it quits again. I am still amazed at how something I'm so used to (like crawling in a tight space and coming up against a head crab zombie) can be so unnerving in VR, stomach sickness issues aside it's still pretty awesome.
 
If you don't mind me asking, when did you order yours? I was really late to pre order. (May 4, 2014 08:40 PM PDT) just wanted to know how far along the pre order list i am.

Hey. That says snipped. Not shipped. lol I took out a previous post of mine. I have had my DK2 for a while now.
 
For those playing HL2, don't forget to create an autoexec.cfg in Half-Life 2\hl2\cfg to put "bind v vr_reset_home_pos" in it (without quotation marks). Game always starts with a messed up position for me so this really helped. Every game/demo should have a reset pos key IMO.
 
For those playing HL2, don't forget to create an autoexec.cfg in Half-Life 2hl2cfg to put "bind v vr_reset_home_pos" in it (without quotation marks). Game always starts with a messed up position for me so this really helped. Every game/demo should have a reset pos key IMO.
Can we do the same thing for vr_translation_limit or do we have to enter it every time we play?
 
Hm do you guys have any idea how to get Euro Truck Sim 2 working properly? I'm talking about low persistence and the 2D screens (mission selection, settings... I know the F11 toggle trick but doesn't really help me since I can't move the screen with the Windows key combo so it's stuck in the Rift).
 
Just got my Rift today and set it up. Tuscany demo bundled with the SDK and the built-in demo in the configuration utility worked but for everything else I only get a "no hmd or sensor detected"... need help!
 
Just got my Rift today and set it up. Tuscany demo bundled with the SDK and the built-in demo in the configuration utility worked but for everything else I only get a "no hmd or sensor detected"... need help!
If the demo doesn't have an .exe that sends directly to the oculus, you need to put it in extended mode first.
 
How do you make these demos render to the oculus after I put it in extended mode?
Depends on the demo. Some will render directly to oculus as second device. There's a few you need to go into your video settings, and make oculus the primary device. What demos are you trying?
 
Depends on the demo. Some will render directly to oculus as second device. There's a few you need to go into your video settings, and make oculus the primary device. What demos are you trying?

I see. I was trying the roller coaster demo and Alone in the Rift. It seems like I will have to be in extend mode and make some of these demos in full screen for them to render to my OR, but the view for each eye would get reversed for these 2 demos.
 
I see. I was trying the roller coaster demo and Alone in the Rift. It seems like I will have to be in extend mode and make some of these demos in full screen for them to render to my OR, but the view for each eye would get reversed for these 2 demos.
Haven't tried the roller coaster demo, but Alone in the Rift has a direct to rift .exe, so it should work leaving the oculus in direct mode. Just have to run the proper .exe.
 
How is Snow with the oculus rift ?


I bought world of diving last weekend and was dissapointed by how average it looks. I was expecting better graphics. I only played it in 2D though. It might still be totally awesome in VR.
 
My 2500k and Gtx 670 is stuttering on unreal engine realistic rendering demo. I'm scared. Is it inevitable that I have to upgrade soon?
 
My 2500k and Gtx 670 is stuttering on unreal engine realistic rendering demo. I'm scared. Is it inevitable that I have to upgrade soon?

We all will after CV1 comes out. And that's coming from a guy who owns a GTX 780 Ti. :p
VR is hard to power. Plain and simple..
 
Just got my Rift!! Set up everything, tried out the demo scene, my first experience with VR, it is amazing... Had to stop using it after 5 minutes, I fell unwell lol. Is this the motion sickness, does it go away after being used to it? Also have another few questions, is it okay to 1. leave on the DK2 all the time (orange light) 2. power it off and take out all the cables after each use?
 
Just got my Rift!! Set up everything, tried out the demo scene, my first experience with VR, it is amazing... Had to stop using it after 5 minutes, I fell unwell lol. Is this the motion sickness, does it go away after being used to it? Also have another few questions, is it okay to 1. leave on the DK2 all the time (orange light) 2. power it off and take out all the cables after each use?

Yeah, as long as it isn't the blue light you're fine. You will eventually find yourself having the Rift in Extended Mode (= permanent blue light). Don't forget to switch it off when you've finished using it or you might get your wallpaper burnt into the screen. Also be aware that the Rift automatically switches on when you power on your PC.
 
My 2500k and Gtx 670 is stuttering on unreal engine realistic rendering demo. I'm scared. Is it inevitable that I have to upgrade soon?

Same specs, and same issues. I'm not going to take that plunge until I have a CV1 and there's a stable amount of gaming. Good ol' Newegg no interest for a year cards help during those times.
 
Anyone get Half Life 2 working perfectly yet?

I tried the tutorials and after a lot of hassle, it seems to be working correctly, except that I'm getting a lot of vertical tearing. Tried forcing V-Sync in the Nvidia CP, setting -freq 75 in the launch options, and enabling fps_max 75 in the game console. Nothing has worked so far.

Only played a few minutes of the tutorial, and it seemed pretty cool. Not as mind blowing for me as it was for others because I already played through the game with Nvidia 3D Vision.
 
Anyone get Half Life 2 working perfectly yet?

I tried the tutorials and after a lot of hassle, it seems to be working correctly, except that I'm getting a lot of vertical tearing. Tried forcing V-Sync in the Nvidia CP, setting -freq 75 in the launch options, and enabling fps_max 75 in the game console. Nothing has worked so far.

Only played a few minutes of the tutorial, and it seemed pretty cool. Not as mind blowing for me as it was for others because I already played through the game with Nvidia 3D Vision.

I can't enable v-sync, unless the game is suppose to run over 75fps while using the OR. That, and I seem to have a underwater purple missing texture bug when using the OR. Even verifying the game cache did not fix it.

Despite some issues with the implementation, it is neat seeing locations from a vastly different perspective.
 
Yeah, as long as it isn't the blue light you're fine. You will eventually find yourself having the Rift in Extended Mode (= permanent blue light). Don't forget to switch it off when you've finished using it or you might get your wallpaper burnt into the screen. Also be aware that the Rift automatically switches on when you power on your PC.

Thanks! So I need to change the display mode to "direct HMD access from apps" everytime I stop using the Rift in extended mode, to power it off(as EM is permanent blue light) and not to cause burn in?
 
Thanks! So I need to change the display mode to "direct HMD access from apps" everytime I stop using the Rift in extended mode, to power it off(as EM is permanent blue light) and not to cause burn in?

You could also just use the power button of the Rift to power it off :D But yeah, putting it to direct access should do it as well.

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ETS2 with a good web radio is some good stuff. For a second I wasn't sure if the weather report was real or faked by the game since it was so fitting for the weather that set in a few minutes before it aired hahaha. Gamepad controls are pretty shitty tho... wish I had the extra cash and room for a wheel + pedals.
 
Just ran Titans of Space for the first time. Holy shit, the sense of scale is insane. Such a good demo. If Elite gives the same level of scale I can't wait to try it.

Oh and what I thought was a stuck pixel was just a bit of dust/fluff on the screen! Keep your lenses cleaned and blow out dust from off the screens regularly as that shit builds up.
 
They are saying that they are working closely with GPU manufacturers and mention that console systems might not even be able to output the resolution needed for future Rifts.. So they are already thinking about circumventing video standards shortcomings and we'll have native Rift support for 4K+ @90Hz+ sooner than we thought, yes?

More likely is Oculus just making sure their software actually works with whatever GPU/drivers those manufacturers make

I don't think we're anywhere close to the stage where GPU manufacturers custom-make features for a device that isn't even commercially available
 
More likely is Oculus just making sure their software actually works with whatever GPU/drivers those manufacturers make

I don't think we're anywhere close to the stage where GPU manufacturers custom-make features for a device that isn't even commercially available

not anywhere close..? I don't know, but a new interface isn't made over night.. If they started talking to manufacturers right now it could even be too late in some regards. They specifically mentioned resolution and refresh rates that consoles can't do, drivers are not standing in the way of that, standards are. A potential scenario is that they couldn't even make a future CV2 with resolution and refresh rate improvements as long as the video standard doesn't even support 4K at 90Hz (what is the max for current standards anyway..?).
 
Not anywhere close..? A new interface isn't made over night.. If they started talking to manufacturers right now it could even be too late in some regards. They specifically mentioned resolution and refresh rates that consoles can't do, drivers are not standing in the way of that. A potential scenario is that they couldn't even make a future CV2 with resolution and refresh rate improvements as long as the video standard doesn't even support 4K at 90Hz (what is the max for current standards anyway..?).

...4K at 90Hz??!? How in the hell are PC's going to run demanding games at those specs maxed out? That just seems insane to me.
 
...4K at 90Hz??!? How in the hell are PC's going to run demanding games at those specs maxed out? That just seems insane to me.

Right now, no. But most people with a DK2 in this thread are hitting 1080p @75Hz in some demos already, I'm playing Live for Speed in 1080p at 140fps (vsync off of course..) with my DK2.., in unoptimized Elite Dangerous I hit 75Hz much of the time. So it's not that insane at all to see PC hardware capable to run VR in 4K @ 90Hz in ~5 years.
 
Right now, no. But most people with a DK2 in this thread are hitting 1080p @75Hz in some demos already, I'm playing Live for Speed in 1080p at 140fps (vsync off of course..) with my DK2.., in unoptimized Elite Dangerous I hit 75Hz much of the time. So it's not that insane at all to see PC hardware capable to run VR in 4K @ 90Hz in ~5 years.

you said it, 5 years. Is CV1 5 years away? Oculus wants VR to go mainstream, the hardware required for that performance is incredibly expensive atm.

I think they have a few tricks up their sleeve in order for them to hit that mark.

Or devs will just have to cut back on fidelity.
 
Haven't tried the roller coaster demo, but Alone in the Rift has a direct to rift .exe, so it should work leaving the oculus in direct mode. Just have to run the proper .exe.

I realized I got an older version of the demo without the direct access .exe after reading your post. Got the newest version and tried the .exe but it just crashed on me. Had to go to bed and now at work but will try again tonight. Thanks!!
 
you said it, 5 years. Is CV1 5 years away? Oculus wants VR to go mainstream, the hardware required for that performance is incredibly expensive atm.

I think they have a few tricks up their sleeve in order for them to hit that mark.

Or devs will just have to cut back on fidelity.

The last option is the only answer. Devs are going to just have to suck it up and make VR games that can run at 4K and 90fps. And players are just going to have to suck it up and tone down whatever settings they need to for it to run optimally as well. The sacrifice will be worth it though. Does that damage the future potential of VR ports? Probably. But it's necessary, and ports aren't going to be the real bread and butter of VR anyway. They need at least 90fps/1440p for CV1 and I'm willing to bet CV2 at the very latest will be 4K.
 
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