Oculus Rift DK2 Thread

Yes Live For Speed's demo is one of the best DK2 implementations out there.

It does, you need to apply the patch.
Thanks guys, will try to get it running once I'm back home. I hope it will be good even without a wheel.

Man I never thought about buying control peripherals like wheels and flight sticks etc but VR made me consider buying one after trying Euro Truck Sim. But ugh... do you have any recommendations? I might eventually bite on a cheap one :s
 
Euro truck simulator.
Holy judder batman. Gives me an instant headache.
Is my 2500k with gt670 enough to play this game? Or did I do something wrong.
 
Euro truck simulator.
Holy judder batman. Gives me an instant headache.
Is my 2500k with gt670 enough to play this game? Or did I do something wrong.

I think hardware doesn't matter too much, even i7 / 780 Tis struggle to maintain 75fps from what I've read on reddit. I think it's not too bad as long as you turn carefully. But yeah, would be great to see some (stereo?) optimization.
E: Or maybe it's the game? I never bothered to check my fps, I just accepted my 7870 GHz wouldn't be enough - but people on the steam forums report they get judder even tho hitting a constant 75fps. I dunno
 
Euro Truck Simulator 2 now has proper floating menus, so you can actually play the game.

You can also lean in to read smaller text on all of them, which is awesome. I kind of wish the menus just defaulted to closer to the viewpoint..

Still getting a bit of judder on the head tracking while playing (menus are super smooth).

This game....

ETS2 runs like arse in VR mode which is probably the cause of your judder. You're best off putting everything to low and staying away from the bigger cities.
 
ETS2 runs like arse in VR mode which is probably the cause of your judder. You're best off putting everything to low and staying away from the bigger cities.

I think hardware doesn't matter too much, even i7 / 780 Tis struggle to maintain 75fps from what I've read on reddit. I think it's not too bad as long as you turn carefully. But yeah, would be great to see some (stereo?) optimization.
E: Or maybe it's the game? I never bothered to check my fps, I just accepted my 7870 GHz wouldn't be enough - but people on the steam forums report they get judder even tho hitting a constant 75fps. I dunno

Ah no wonder. The sense of scale is amazing. I really wish I can play this on VR.
 
Let us know.
The sense of speed will kill us.
Can't wait.

Let me temper expectations right now - I think I found a way to enable camera manipulation in a number of playstation 2 games using a pro action replay code, and if it works correctly, I'll be able to map it to an injection driver like VorpX so that your headtracking will correspond to the camera control.

It'll be janky, but a definite start. If I can get it working like that, then there would be no reason why I (or someone) couldn't get it working much better natively within PCSX2.
 
Just looking at the PAR codes this dude developed, these are pretty useful things. It seems the library it's taking over has some pretty great camera control options already built in. You can control along the X, Y, and Z axis independently. He provides two sets of codes, one with X, Y, and Z mapped to X, [], and O (with /\ being a modifier) and another with X, Y, and Z mapped to L1, L2, R1 (with R2 being a modifier). That lets me know how these buttons are handled in the first place just by looking at the codes, and I should be able to mix and match them. Hopefully, I'll be able to map camera manipulation to a second controller, so one can use the first controller to actually play the game.

EDIT: Awesome, the guy actually provides detail on how to adjust the camera's X, Y, and Z, positon, along with pitch, yaw, and rotation. If I'm reading his manual correctly (and I posted in the japanese thread asking for someone to provide a better translation to be sure) there is one mode which will only allow for camera manipulation on pitch, yaw, and rotation, while letting the game still control X, Y, and Z. That would essentially be what DK1 provided in Dolphin.

EDIT AGAIN: Marvelous, just found the code to select the pad that works, I can get this working with controller 2

things are looking real good here, dudes.

edit: apparently shadow of the colossus uses this camera library :O
 
In getting ready to try HL2, I opted into the steam client beta, and now steam won't start. Even reinstalled the client, and still nothing. My luck continues to be shit.
 
Thanks guys, will try to get it running once I'm back home. I hope it will be good even without a wheel.

Man I never thought about buying control peripherals like wheels and flight sticks etc but VR made me consider buying one after trying Euro Truck Sim. But ugh... do you have any recommendations? I might eventually bite on a cheap one :s
There are some cheap and cheerful wheels out there, but for a good sim starter wheel I would suggest a Logitech Driving Force GT.
 
Krejlooc said:
edit: apparently shadow of the colossus uses this camera library :O

This is not "tempering my expectations" lol. Really though, this sounds cool, even if it is purely hackery and even if it has a ton of lag and all that.

We need Xbox emulation to be a thing now. We've desperately needed it for a while, but a hacked up Steel Battalion with an HMD...
 
After playing LFS in VR I'm afraid I can't ever play a racing sim on a monitor ever again. I'm spoiled.

I know that feeling xD

And I can't wait to try a more graphically complex game like pCars. If they get everything right (which seems to be the case judging from recent videos), it's going to be nuts.

But Assetto Corsa is my most wanted DK2 game. It's just that good (and the modding community is amazing, there are already a great number of crazy mods).
 
In getting ready to try HL2, I opted into the steam client beta, and now steam won't start. Even reinstalled the client, and still nothing. My luck continues to be shit.
Had this happen to me when I downloaded Half life 2 and Steam VR Beta. Had to go into my steamapps folder and erase the steam VR folder to get Steam to work again.
 
Woah, just tried Suwapyon 2. Great game! I liked the overdone positional tracking btw :D Suits non-first-person games very well imo
 
Had this happen to me when I downloaded Half life 2 and Steam VR Beta. Had to go into my steamapps folder and erase the steam VR folder to get Steam to work again.

If my Rift display mode is set to "direct" Steam won't start. I simply set it to "Extend" and it fixes it.
 
So I've got a DK1 and headtracking no longer seems to work in Half-Life 2. Does that have anything to do with their changes to the steamvr tool and implementation of DK2 support?
 
The Steam Client Beta got an update just now and includes some much appreciated fixes for SteamVR:
Virtual Reality

  • Added item to the option menu to center the UI in front of the user in VR mode
  • Enabled the Virtual Reality Mode menu option in many more cases where it appears that the user has used VR
  • Added error reports to make it easier for users to diagnose VR mode problems
 
Had this happen to me when I downloaded Half life 2 and Steam VR Beta. Had to go into my steamapps folder and erase the steam VR folder to get Steam to work again.

I had this problem with Steam last night and was able to launch by turning the rift off (power button on headset).
 
Is it normal that I can't run steam when the oculus runtime is running? Each time I have to use Bilago's app to stop the service, and then I can run steam.

It seems there's a conflict with steam vr.
 
So here's what I want to do, I want to know of I can do it.

I know there's Virtual Desktop, but I'm wondering just how far that can go -- can I launch games on it? And more importantly, can I use it as a psuedo 3D monitor? Ie, can I play Dark Souls in 3D (not VR), on this big ass imaginary screen? If so, how?
 
Well fuck, I think my DK2 busted. I tried seeing if direct mode worked for some games, my PC froze starting the Matinee UE4 demo, I restarted, and no unity demos display. Tried switching to extended, none work. I restart, try the UE4 roller coaster, it flashes on the rift then disappears. now nothing will display on the Rift, not in direct or extended, unity or UE4, the light stays amber. Going to try my desktop in a bit, and a new HDMI cable too. Not happy though.

Edit: Put the computer to sleep, went to dinner, came back and it was fine? No idea....also turning off desktop composition really helped with judder in the Kokiri Forest.
 
I spent 18 minutes watching anime girls in bikinis dance in jblouir's Miku Beach Concert (Demo Link). Miku, Rin, Haku, Luka, and Ia sing and dance to Dear Cocoa Girls whereas Meiko is off doing her own thing to World's End Dancehall. The only character I have heard of is Hatsune Miku, but maybe someone here is more familiar. I moved incredibly slow with an Xbox 360 controller for some reason, so I had to use a mouse and keyboard. Some catchy music, I tells ya. You can also walk on the water if you want.

I want to watch a professionally filmed concert with the Oculus Rift. Let me choose my camera position and let me look around!


I also finally checked out Vanguard V, a third-person rail shooter designed specifically with virtual reality in mind. It reminds me of Rez/Child of Eden in some ways. You use the Oculus Rift headset to aim your reticule over targets and fire while trying to dodge objects and attacks yourself. I like the look and music, and the gameplay, menus, and text input are handled well. The same developer made Proton Pulse, and they've shown an understanding of how to design systems specifically with VR in mind. I hope they continue making projects.

The game's Kickstarter ends in 38 hours. It doesn't look like it'll be reaching its goal, but you can acquire the demo by making a donation. I donated $8 myself, but you can donate just $1 to get a link to the demo. It'll take a little bit to get your download link emailed to you, but I think it's definitely worth checking out.
 
Had my rift for a few days now. I'm beginning to believe a majority of demos out there do not play well with DK2, and only half of the ones that have a directToRift.exe would work. Here is a list the demos I have tried and the issues I have had with them.

Demos that run perfectly without even juddering:
Tuscany - works out of the box, great as a starter demo
Titans of Space - was neat traveling around the solar system but got boring for me after a few minutes
Team Fortress 2 - surprised it worked rather painlessly. The text in the steam UI suffers from chromatic abberation and was difficult to read. The game itself is playable but I find it hard to walk around with only my head tracking bound to the look.
AAAAaaaAA Awesome - only demo so far that induces instant nausea as I start falling down in space. Otherwise I think it works flawlessly.
SightLine - works well but all I can do is look at a desk?

Demos that run with judder:
Ocean Rift - nice demo only if it didnt have juddering
UE4Coaster - very simple roller coaster demo that takes place in a living room but the first one that made me feel the "gravity effect".

Demos that run, but the views are wrong
Live for Speed - I so want this to work coz some folks on GAF claim the racing game genre is the best to experience the rift in. Unfortunately for me I just cant set it up properly. The view for each eye seems like they're too far apart from each other (like the desktop in the rift) and had the incorrect projection. Also there was no head tracking.
Rift Coaster - I was able to run this in extend mode, but the view on each eye seems like they're reversed

I tried a quite a few more demos but can't remember their names at the moment. May be I'll add them back in an edit. Overall though I had higher expectation for the DK2 (never tried DK1) but the screen door effect, chromatic abberation and focus issues were more prominent than I thought. It totally felt to me like a prototype at this stage. Also for Unity and some UDK demos after you run the .exe usually you'll get a launcher window in the Rift which you cannot pop over to the monitor with window+arrow key, and they show in the center of the rift which makes it difficult to see and click on even if you try closing either one of your eyes.

If anybody has any clue to what I may be doing wrong with some of the above demos (I didn't ticker with any of the config files) would be nice if you can let me know!
 
Live for Speed - I so want this to work coz some folks on GAF claim the racing game genre is the best to experience the rift in. Unfortunately for me I just cant set it up properly. The view for each eye seems like they're too far apart from each other (like the desktop in the rift) and had the incorrect projection. Also there was no head tracking.

If anybody has any clue to what I may be doing wrong with some of the above demos (I didn't ticker with any of the config files) would be nice if you can let me know!

Maybe a dumb question but did you install the patch and set the 3D mode to Oculus Rift? Live for Speed isn't natively a VR game so you have to configure it to get it working.
 
Maybe a dumb question but did you install the patch and set the 3D mode to Oculus Rift? Live for Speed isn't natively a VR game so you have to configure it to get it working.

Yes I did. It shows 6F7 in the bottom of the title screen so supposedly the patch is installed properly. I did set it to 3D mode as well when I boot it up the first time on my monitor, but now you mention it, perhaps somehow the setting didnt stick and stayed in 2D mode when I boot it up in the Rift. Very hard to check though b/c of how the menu looks in the Rift...
 
I finally figured out how to get extend mode to work, but I tried Quake 2 VR and uh...it shows 2 seperate screens in both eyes instead of one combined screen. I tried setting DK2 as primary and secondary monitors but both times cause the game to boot with 2 screens.

How do I fix this?

Actually, I think I'm getting this on all games in extend mode. Two zoomed out screens that I can't read anything on.
 
So a couple of people who came out to our monthly houston vr meeting mentioned they were from this thread. Care to out yourself, guys? How'd yall enjoy elite?

Please spread the word, we love meeting fellow enthusiasts! These meetings are a huge recharge for our psyches.
 
Yes I did. It shows 6F7 in the bottom of the title screen so supposedly the patch is installed properly. I did set it to 3D mode as well when I boot it up the first time on my monitor, but now you mention it, perhaps somehow the setting didnt stick and stayed in 2D mode when I boot it up in the Rift. Very hard to check though b/c of how the menu looks in the Rift...

Shift+F4 for window mode ( I think it was, possibly Ctrl..), and then Win+Left
 
If anyone is having problems with their dk2 losing it's video a lot and "flashing", I put a bit of tape on the top of each hdmi plug so that they fit more snug and I haven't had a problem since!
 
Had my rift for a few days now. I'm beginning to believe a majority of demos out there do not play well with DK2, and only half of the ones that have a directToRift.exe would work. Here is a list the demos I have tried and the issues I have had with them.

Demos that run perfectly without even juddering:
Tuscany - works out of the box, great as a starter demo
Titans of Space - was neat traveling around the solar system but got boring for me after a few minutes
Team Fortress 2 - surprised it worked rather painlessly. The text in the steam UI suffers from chromatic abberation and was difficult to read. The game itself is playable but I find it hard to walk around with only my head tracking bound to the look.
AAAAaaaAA Awesome - only demo so far that induces instant nausea as I start falling down in space. Otherwise I think it works flawlessly.
SightLine - works well but all I can do is look at a desk?

Demos that run with judder:
Ocean Rift - nice demo only if it didnt have juddering
UE4Coaster - very simple roller coaster demo that takes place in a living room but the first one that made me feel the "gravity effect".

Demos that run, but the views are wrong
Live for Speed - I so want this to work coz some folks on GAF claim the racing game genre is the best to experience the rift in. Unfortunately for me I just cant set it up properly. The view for each eye seems like they're too far apart from each other (like the desktop in the rift) and had the incorrect projection. Also there was no head tracking.
Rift Coaster - I was able to run this in extend mode, but the view on each eye seems like they're reversed

I tried a quite a few more demos but can't remember their names at the moment. May be I'll add them back in an edit. Overall though I had higher expectation for the DK2 (never tried DK1) but the screen door effect, chromatic abberation and focus issues were more prominent than I thought. It totally felt to me like a prototype at this stage. Also for Unity and some UDK demos after you run the .exe usually you'll get a launcher window in the Rift which you cannot pop over to the monitor with window+arrow key, and they show in the center of the rift which makes it difficult to see and click on even if you try closing either one of your eyes.

If anybody has any clue to what I may be doing wrong with some of the above demos (I didn't ticker with any of the config files) would be nice if you can let me know!
i'm having similar issues (although I've had it for 2 days and I've barely been able to tinker with it really). the Chilling Space and Cyber Space demos work pretty flawlessly too if you wanted something else to try. assumedly Hell Waltzer and Mining Mike (all the same dev/guy) will also work fine.

so, clearly Direct to HMD isn't really working at the moment. however, what to do about demos that run in my primary display instead of the Rift? for instance Ambient Flight, Totoro 3D, and Unpossible all appear on my desktop, with the split screen view, and work fine (they even head track) but refuse to display inside the Rift. if I use Alt + Windows Key + Left to shift them to the Rift in extend mode, they either crash or display improperly. in the case of Unpossible, the game is visible, but I'm just looking at the two "views" (i.e. - Not in 3D) and when I move my head around, it's like I'm looking at a curved projection of the game and not moving around "in" the game if that makes sense.

is this just early kinks? i have the Rift connected via HDMI with two DVI monitors already connected on my machine. i think I read that connecting the Rift via DVI (with the included adapter) can help these kinds of issues sometimes? might give that a try once i get home today.
 
i'm having similar issues (although I've had it for 2 days and I've barely been able to tinker with it really). the Chilling Space and Cyber Space demos work pretty flawlessly too if you wanted something else to try. assumedly Hell Waltzer and Mining Mike (all the same dev/guy) will also work fine.

so, clearly Direct to HMD isn't really working at the moment. however, what to do about demos that run in my primary display instead of the Rift? for instance Ambient Flight, Totoro 3D, and Unpossible all appear on my desktop, with the split screen view, and work fine (they even head track) but refuse to display inside the Rift. if I use Alt + Windows Key + Left to shift them to the Rift in extend mode, they either crash or display improperly. in the case of Unpossible, the game is visible, but I'm just looking at the two "views" (i.e. - Not in 3D) and when I move my head around, it's like I'm looking at a curved projection of the game and not moving around "in" the game if that makes sense.

is this just early kinks? i have the Rift connected via HDMI with two DVI monitors already connected on my machine. i think I read that connecting the Rift via DVI (with the included adapter) can help these kinds of issues sometimes? might give that a try once i get home today.


Does HDMI even run at 75hz?

Can you select to drive the display on the rift at 60hz?

I just caved and ordered one :)
 
I played around 2 hours of continuous TF2 and interestingly it might be my favorite experience. I play a lot of TF2, so adding in VR was very exciting. The best part was it didn't seriously hinder my playing level. Also, being able to look around independent of where you point your gun is a straight buff to heavy as far as I'm concerned (and it was awesome). I just used the default control scheme where vertical look is via the head, side look is from head and mouse, and the mouse is in a small bounding box. I tried Heavy (great), Pyro (great), Scout (a bit more difficult, but great), and Soldier (you have to physically look straight down to rocket jump). Very fun!

Edit: No VR sickness either. A bit of eye strain though.
 
i'm having similar issues (although I've had it for 2 days and I've barely been able to tinker with it really). the Chilling Space and Cyber Space demos work pretty flawlessly too if you wanted something else to try. assumedly Hell Waltzer and Mining Mike (all the same dev/guy) will also work fine.

so, clearly Direct to HMD isn't really working at the moment. however, what to do about demos that run in my primary display instead of the Rift? for instance Ambient Flight, Totoro 3D, and Unpossible all appear on my desktop, with the split screen view, and work fine (they even head track) but refuse to display inside the Rift. if I use Alt + Windows Key + Left to shift them to the Rift in extend mode, they either crash or display improperly. in the case of Unpossible, the game is visible, but I'm just looking at the two "views" (i.e. - Not in 3D) and when I move my head around, it's like I'm looking at a curved projection of the game and not moving around "in" the game if that makes sense.

is this just early kinks? i have the Rift connected via HDMI with two DVI monitors already connected on my machine. i think I read that connecting the Rift via DVI (with the included adapter) can help these kinds of issues sometimes? might give that a try once i get home today.

Change your DK2 to the primary moniter.
 
I played around 2 hours of continuous TF2 and interestingly it might be my favorite experience. I play a lot of TF2, so adding in VR was very exciting. The best part was it didn't seriously hinder my playing level.

All in all, one of the nicest surprises for me with my DK2 use is that first person shooters, when using the Valve/Quake 2 default VR control scheme (mouse-based crosshair aiming in a deadzone, larger motions to rotate body), are like 95% as playable as with traditional keyboard and mouse controls.
 
Does HDMI even run at 75hz?

Can you select to drive the display on the rift at 60hz?

I just caved and ordered one :)

I think HDMI 1.3 introduced support for refresh rates higher than 60hz @ 1080p.
I guess you could but why would you want to run the DK2 at 60hz?
 
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