Oculus Rift DK2 Thread

I only see a black preview from monitor 2 while quake 2 runs. Anything that I have to set up for it work?

Did you add Quake 2 as a source? (Start Quake 2, rightclick in the sources field and select game capture then the game. Eventually try other capture modes)

Haven't done it with Quake 2 or HL2 but it worked just fine for Dolphin VR and Euro Truck Sim 2 for me.

E: Alright ;)
 
I can't get Radial G to work.

How do I put it to the Rifts screen, I don't have to drag the game window do I? My desktop on the Rifts screen is all messed up and with the game window, I see part of what should be the left's eye vision with the right lens, and the colors look like it's anaglyph 3d.

Thats how I did it ... Worked fine then but I always saw some of the windows frame.
 
Yeah, the desktop and the game are still messed up. It's like part of what each eye sees is overlapped with each other.
The desktop is always going to look like that, unless you use a virtual desktop program. It can help to set a stereoscopic screenshot from a Rift game as your desktop background so that leaving a VR environment back to the desktop isn't as jarring.

Radial G's menu's aren't VR-optimised. You need to apply VR mode in the menu too. I think there's a check box somewhere. When you load a race it should be stereoscopic.
 
Can anyone explain how OTOY's new light field video format works?

http://media.fxguide.com/fxguidetv/fxguidetv-ep193.mp4 (direct link, OTOY bit at 5:40)

Here's how I understand it: When you pause a holographic video, what you get instead of a single frame is a volume. Inside that volume, every direction that you can look at in every angle is stored as a pre-rendered image. The frame that is queued at any time is a function of the head position coordinates, and is decoded so fast (1 ms) that the illusion persists.

I have thought of this before, but for some reason assumed it would require a lot more computing power and memory than we have today.
 
I tried Live for Speed S2, best i've seen on DK2 so far.

The game does highlight what l understand to be the screen door effect.

I hope this is something that can be reduced in future. The resolution IMHO does need increasing as details in the distance were hard to make out.

Still feel a little sick after a while, stomach feel weird.
 
I tried Live for Speed S2, best i've seen on DK2 so far.

The game does highlight what l understand to be the screen door effect.

I hope this is something that can be reduced in future. The resolution IMHO does need increasing as details in the distance were hard to make out.

Still feel a little sick after a while, stomach feel weird.

Chances are you'd feel a little weird if you drove a racecar in real life as well. Especially if you went spinning a few times. :-)

If you haven't already, go watch your replay from the "helicopter" cam. Trippy as hell!

Also, I highly suggest driving the MRT5. Feels like driving a kart and the sense of speed is unparalleled. Bonus points if you lean with the car while turning. Puts a huge stupid smile on my face every time!
 
Guys I'm just setting up my DK2 for the first time and I can't display anything but the tuscany demo and only if I do it through the sdk Oculus world demo.

Anything else just runs on my monitor only and the rift led stays orange (but the head tracking still works). On neither my win8 screen setup of catalyst setup I can't see the rift as a secondary screen, only on the catalyst I see rift dk2 disabled. Anyone can help on how to enable it?

The display mode I have set is Direct HMD.
 
Guys I'm just setting up my DK2 for the first time and I can't display anything but the tuscany demo and only if I do it through the sdk Oculus world demo.

Anything else just runs on my monitor only and the rift led stays orange (but the head tracking still works). On neither my win8 screen setup of catalyst setup I can't see the rift as a secondary screen, only on the catalyst I see rift dk2 disabled. Anyone can help on how to enable it?

The display mode I have set is Direct HMD.

Switch it to extended, as the vast majority of DK2 content only seems to work in extended thus far. Give that a try and report back.

Also, if you haven't already done so update your firmware.
 
Firmware updated to 2.11

On extended what I see is only part of my desktop wallpaper (headtracking doesn't work) rotated 90º to the right.
 
Firmware updated to 2.11

On extended what I see is only part of my desktop wallpaper (headtracking doesn't work) rotated 90º to the right.

You'll want to switch the DK2's orientation 90 degrees so it orients correctly. What you see of your desktop is expected behavior. You might need to set the DK2 as your primary display for certain games & demos to work correctly, but try a few things with the DirectToRift.exe version to see if it's improved any.
 
You'll want to switch the DK2's orientation 90 degrees so it orients correctly. What you see of your desktop is expected behavior. You might need to set the DK2 as your primary display for certain games & demos to work correctly, but try a few things with the DirectToRift.exe version to see if it's improved any.

Thanks for the quick help man!

Well now that I set it up as Extend on the rift tool and windows detects it and I could indeed rotate it from portrait to landscape but it showed two different pieces of the desktop wallpaper for every eye (painful to watch). I tried setting the second montitor (the dk2) as main display and basically now I can't select the orientation anymore, when I launch a demo it launches full screen on my monitor but nothing on the rift :(

edit: basically now if I put extend monitors on windows what happens is the monitor becomes the right extended desktop (no windows or icons on it) and the rift the left side, with the problem only two disconnected parts of it are shown on each eye.

edit2: btw what is DirectToRift, where should I look for it
 
Thanks for the quick help man!

Well now that I set it up as Extend on the rift tool and windows detects it and I could indeed rotate it from portrait to landscape but it showed two different pieces of the desktop wallpaper for every eye (painful to watch). I tried setting the second montitor (the dk2) as main display and basically now I can't select the orientation anymore, when I launch a demo it launches full screen on my monitor but nothing on the rift :(

edit: basically now if I put extend monitors on windows what happens is the monitor becomes the right extended desktop (no windows or icons on it) and the rift the left side, with the problem only two disconnected parts of it are shown on each eye.

edit2: btw what is DirectToRift, where should I look for it

You're welcome! A lot of demos will have multiple executables included, one of which is usually named like "OceanRift-DirectToRift.exe" and I will almost always use that to launch a given demo.

You might have some luck with the VR Game Manager here: http://www.reddit.com/r/oculus/comments/2dzf5j/beta_unofficial_vr_game_launchermanager_by_bilago/

You can tailor your launch options per executable and a number of other things, that might help alleviate the issues you're having.

Definitely kind of a pain at first, but you'll get it figured out soon if you haven't already.
 
Yep I was just downloading ocean rift and saw the directorift file it has. Unfortunately it launches it full screen into my monitor only, the rift stays orange.

edit: Thanks for that reddit link, I managed to launch ocean rift with it! Now I can't go back to my monitor being primary but anyway...
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I thought the crytek news was going to be the best thing that happened to me this year.

Nope.

Valve just hit us up. They want us to fly out to Seattle to talk to their VR team. Holy shit.
 
Now that is pretty awesome. Congratulations/best of luck!

We're all basically freaking out right now. We can't believe it. One of our team members is in the UK and won't be able to make it, but 2 of us are going to hammer out the details and head up there.

We're being courted by valve. *swoon*
 
I'm more surprised that Valve still has a VR team. Didn't all the members move over to working for Oculus?

Not even remotely.

Have people forgotten that Valve is making a unifying API for all VR headsets? They're still one of the biggest players in VR. They will be the software side of VR.
 
I thought the crytek news was going to be the best thing that happened to me this year.

Nope.

Valve just hit us up. They want us to fly out to Seattle to talk to their VR team. Holy shit.

That's awesome! I can't wait to hear how the visit goes.
---

I finally checked out ZeroTransform's Proton Pulse. The developer made an updated version of it and released it as a way to help advertise their Vanguard V Kickstarter, which didn't meet its goal. The best way to describe it is it's a first-person VR version of Breakout. You control the paddle with your head movement to bounce the ball back to destroy the bricks. You also get power-ups like lasers to help you out. It took me about 20 minutes to play through the whole thing. It has a great soundtrack and I'm looking forward to the full version of the game. Proton Pulse is a good showcase of taking a familiar concept like a Breakout clone and designing it specifically for VR. It's simple, but I was engaged the entire time.

I just checked out the Vanguard V site and the link to the latest version of Proton Pulse isn't available right now. It seems they are now raising funds via other means for Vanguard V.


I also tried out Mining Mike. It's made by Rift Away, the same developer who made Chilling Space and Cyber Space, and has recently been updated for the DK2. It's an endless runner where you guide a mine cart as far as you can without crashing. You can play it in either first or third-person view, though I prefer the former. You can also collect coins to gain a double jump ability. My high score is 919. You can download the demo at Rift Away's site.
 
Not even remotely.

Have people forgotten that Valve is making a unifying API for all VR headsets? They're still one of the biggest players in VR. They will be the software side of VR.
I still feel like Valve is too unreliable with software, even compared to Oculus, when something updates and/or you try to get in touch with someone about the API. When all SDKs involved are super mature, and the other problems are ironed out, there might be room for a unifying API. Even then, I don't think I would want Valve maintaining it -- imagine the customer support. :P
 
I thought the crytek news was going to be the best thing that happened to me this year.

Nope.

Valve just hit us up. They want us to fly out to Seattle to talk to their VR team. Holy shit.

Now that's awesome. Take it, bag it, and fly out there.
 
I thought the crytek news was going to be the best thing that happened to me this year.

Nope.

Valve just hit us up. They want us to fly out to Seattle to talk to their VR team. Holy shit.

Congrats men! That is the real dream job!
(Let us now if you see anything about HL3 when youre there :uy )
 
I still feel like Valve is too unreliable with software, even compared to Oculus, when something updates and/or you try to get in touch with someone about the API. When all SDKs involved are super mature, and the other problems are ironed out, there might be room for a unifying API. Even then, I don't think I would want Valve maintaining it -- imagine the customer support. :P

I think we can all agree that even if Valve's VR efforts ultimately don't go anywhere, that's an awesome opportunity for Krejlooc career wise and it's a big deal his team got invited out to Seattle.
 
Finally, UE4 4.4.1 is officially out. Direct Mode works like a charm for me (assuming I minimize the editor windows when I test it lol).
 
We're all basically freaking out right now. We can't believe it. One of our team members is in the UK and won't be able to make it, but 2 of us are going to hammer out the details and head up there.

We're being courted by valve. *swoon*

That's awesome. I live pretty close to Bellevue, so if you end up moving out here maybe you could teach me some cool stuff.
 
I think we can all agree that even if Valve's VR efforts ultimately don't go anywhere, that's an awesome opportunity for Krejlooc career wise and it's a big deal his team got invited out to Seattle.
Oh I'm sure Valve could be a dream job if you fit in with the people and atmosphere! I wish Krejlooc and his team the best of luck!

Sorry, I didn't mean to knock the job offer, I was just replying to the API thing.
 
Edit: Congrats to Krejlooc, that's wicked news! Although people should note he said 'talk', not job offer ...

I find third-person games aren't quite as effective as first-person games in VR. They're neat, but can feel a bit weird. GTAIV had a decent first-person mod, chances are GTAV will too, so that could be pretty great, in terms of soaking up the atmosphere of a Rockstar game. I don't think it will play that well in first person though, in terms of actually going through the story missions. The overall game design is built around a third-person perspective, so you're going against the 'vision' of the designers by changing that, and it'll be full of problems. If you played it with a gamepad, you'd also miss driving all the vehicles with a wheel and pedal set , which is just not practical for a game where you can get out and run around. I'm sure somebody will get it to work, but I can't see myself playing it like that.

Hey I've not been around to say thanks for the reply, but definitely appreciated it. Actually I was thinking more in terms of the third person setup, because it seems an accepted fact that first person action games in the rift work best when the player is invited to inhabit a cockpit rather than an actual human being.

With the caveta of not having tried this tech yet, I could imagine myself enjoying a sort of disembodied third person play in VR. Maybe a little like the virtual theatres used to watch films, for me it sounds like a great application of the tech - a halfway house between inhabiting a different place and needing to physically respond to it.

Thanks again!
 
We're all basically freaking out right now. We can't believe it. One of our team members is in the UK and won't be able to make it, but 2 of us are going to hammer out the details and head up there.

We're being courted by valve. *swoon*
Congrats, that's so awesome!
 
We're all basically freaking out right now. We can't believe it. One of our team members is in the UK and won't be able to make it, but 2 of us are going to hammer out the details and head up there.

We're being courted by valve. *swoon*

HL3 VR focused release confirmed.
 
Not even remotely.

Have people forgotten that Valve is making a unifying API for all VR headsets? They're still one of the biggest players in VR. They will be the software side of VR.
Its definitely good to hear Valve is still very committed to this. I didn't think they'd just drop it completely because Oculus went elsewhere. VR is going to be way bigger than just Oculus.

Anyways, good luck. Hopefully you get a good offer and a good role.

I'm guessing it would mean we wouldn't hear much from you on here in the future, so that's kinda sad, but well, don't cry for me Argentina. Much luck, man. And congrats.
 
I thought the crytek news was going to be the best thing that happened to me this year.

Nope.

Valve just hit us up. They want us to fly out to Seattle to talk to their VR team. Holy shit.

Say what!?, you a game dev for OR2 games then?, what have you release?
 
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