Oculus Rift DK2 Thread

http://anandtech.com/show/8526/nvidia-geforce-gtx-980-review/5

Here's more info about Nvidia's VR Direct. I think they skipped this in the conference but apparently Maxwell can do SLI for VR that simultaneously uses each GPU to render each eye. That sounds like a pretty huge deal for playing higher end games in VR.

Edit: More Nvidia Maxwell VR support info: http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/

I think that simultaneous rendering with SLI is going to be the saviour of high end VR games. By dedicating an entire GPU to each eye you can effectively halve the resolution you're rendering at. This means playing in 1440p with an SLI setup will be less taxing than rendering at 1080p with a single card. Going further this presents a feasible way to play high end games in 4K at 90+ Hz in the somewhat near future. Instead of quadrupling the resolution from 1080p you can now just get an extra card and only double it instead.



Make sure to check that your resolution and refresh rate are set correctly in LFS. I had issues in the past where it didn't default to the proper settings making everything look worse. The image quality isn't going to be as good as a monitor no matter what you do but it should definitely be playable.
This is pretty fantastic. I'm glad they seem to be working on making VR better in its current form instead of just rushing out their own headset to rival OR

granted they may do that later but it's great to have software type support first
 
actually it should be *less* complexity, because you're just asking the two cards to both draw an almost identical scene., meaning that your performance in stereoscopic scenarios will be almost identical to your performance in 2D.

obviously with VR we do have other concerns like what resolution we're really rendering at behind the scenes, but this simultaneously gives VR a big boost in performance while make much more efficient use of two cards.

you don't have to buffer anything which increases latency. you aren't looking at frame pacing issues. etc.

Adding VR support to existing 3D Vision games is megaton. I want to know more about this. There are plenty of games with decent to excellent 3D Vision support that I would totally play in 3D if they've injected positional tracking.

I definitely wanted this from Nvidia, and hopefully it gives stereoscopic 3D a good rub too.

My cards should ship later today, so... hopefully we don't have to wait too long for this stuff to start showing up in the drivers and development platforms.

Actually yeah, that's definitely true in regards to latency since they aren't marrying the workload (buffer). Now that I've had chance to actually look at this Anand article, I see they even imply that this stuff may not be Maxwell specific, which of course would be great news
for the guy with a 780ti
 
Actually yeah, that's definitely true in regards to latency since they aren't marrying the workload (buffer). Now that I've had chance to actually look at this Anand article, I see they even imply that this stuff may not be Maxwell specific, which of course would be great news
for the guy with a 780ti

yeah, it sounds like a lot of these things are just driver related, and they just haven't tested them yet with 780tis, but that in theory they should work fine, and the plan is to bring the features to more than just the new cards.

no firm announcements on a lot of this stuff yet, but that's what the word seems to be.
 
http://anandtech.com/show/8526/nvidia-geforce-gtx-980-review/5

Here's more info about Nvidia's VR Direct. I think they skipped this in the conference but apparently Maxwell can do SLI for VR that simultaneously uses each GPU to render each eye. That sounds like a pretty huge deal for playing higher end games in VR.

Edit: More Nvidia Maxwell VR support info: http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/

I think that simultaneous rendering with SLI is going to be the saviour of high end VR games. By dedicating an entire GPU to each eye you can effectively halve the resolution you're rendering at. This means playing in 1440p with an SLI setup will be less taxing than rendering at 1080p with a single card. Going further this presents a feasible way to play high end games in 4K at 90+ Hz in the somewhat near future. Instead of quadrupling the resolution from 1080p you can now just get an extra card and only double it instead.



Make sure to check that your resolution and refresh rate are set correctly in LFS. I had issues in the past where it didn't default to the proper settings making everything look worse. The image quality isn't going to be as good as a monitor no matter what you do but it should definitely be playable.

Welp looks like I'm sticking with Nvidia for the foreseeable future (not like I wasn't going to anyway)

Very exciting stuff
 
So i ordered my DK2 the july 23rd, is somebody in this window has been already shipped ? And when it is shipped any idea how much time to travel oversea (France).
 
I'd like to see a gamepad that splits in half for hydra/nunchuck functionality. After all, CV1 is being optimised as a seated VR experience, and a traditional gamepad is often the most reasonable solution. It's familiar and comfortable. But surely Oculus aren't gonna just give us another gamepad.... there are standard gamepads that do a great job already. To be a multi-functional VR controller it needs to behave like a motion controller too.
 
Hi everyone. We expect to have a shipping update next week. We’re waiting for some information from our suppliers, which should come soon. Thanks for everyone’s patience.

Amir and the Sixense team

sounds like stem will ship very soon, hope so as i'm still waiting to play half life 2 in VR
 
I'd like to see a gamepad that splits in half for hydra/nunchuck functionality. After all, CV1 is being optimised as a seated VR experience, and a traditional gamepad is often the most reasonable solution. It's familiar and comfortable. But surely Oculus aren't gonna just give us another gamepad.... there are standard gamepads that do a great job already. To be a multi-functional VR controller it needs to behave like a motion controller too.
There was a prototype mockup by someone for a virtual reality controller a while back that looked incredibly good and kinda wrapped around your hand. I hope its something like that.

EDIT: Found it:

 
There was a prototype mockup by someone for a virtual reality controller a while back that looked incredibly good and kinda wrapped around your hand. I hope its something like that.

EDIT: Found it:

That looks good, but I'm a bit unsure about how comfortable it would be to have something strapped to your palm all the time. The cool thing about that design is it leaves your fingers free to work with finger tracking technology too. Lots of potential there.
 
I don't think we'll see any announcements, it's more about an official way for developers in the OR community to get together to share knowledge and connect.

Edit:
Well then, never mind (Crescent Bay)
Glad they are showing progress.
 
I wonder, will I be able to run games at 1080p/60fps with Oculus Rift on a GeForce GTX 780 or will I need to buy one more 780 and run SLI?
 
I wonder, will I be able to run games at 1080p/60fps with Oculus Rift on a GeForce GTX 780 or will I need to buy one more 780 and run SLI?

This is not exactly how it works.
VR SLI is only supported on the 9xx series afaik and right now, you need to hit 75fps in Stereo 1080p with the current devkit while the consumer version will aim for an unknown resolution (>=1440p Stereo) at 90fps. So if you're thinking about upgrading your rig now for the consumer version, hold off until we know more.
 
sounds like stem will ship very soon, hope so as i'm still waiting to play half life 2 in VR

More surprising is that Kor-FX actually shipped. I was pretty shocked, I don't think I've ever seen a hardware kickstarter actually ship, especially only a month after the KS ended. Of course, they openly admitted that the design was final and they just needed to kickstart the production process, but damn.

We're going to implement haptic feedback into HL2VR, because valve actually left haptic feedback stubs in the source.
 
Still waiting on my DK2 to ship out but now with the announcements of Crescent Bay‬ makes me wonder if I should cancel my order and wait for the new dev unit.
 
I'm the same as I could use that money on a 980 and be better equipped to use a rift if they release a DK3.
Somehow I doubt Crecent Bay will be a DK3. I think its more like the HD prototype that never made it out of showrooms. Also it being very delicate and hand made makes me question any desire of putting it in developers hands. I think it was built just for Oculus connect to have something close to CV1 but not the actual product since IMO, that is still 6 to 12 months away.
 
If the only difference is more tracking and higher resolution/framerate, there's really no need to make a full devkit out of it. The only reason DK2 exists is because of positional tracking, a whole new feature that simply didn't exist on DK1. Crescent Bay doesn't really have any new features that devs require hardware to test on, it's just "better" than DK2.

I just hope this doesn't become an ongoing thing with Oculus.. I don't want to have to buy a new Rift every year or so. It's bad enough to do it with my phone.
 
If the only difference is more tracking and higher resolution/framerate, there's really no need to make a full devkit out of it. The only reason DK2 exists is because of positional tracking, a whole new feature that simply didn't exist on DK1. Crescent Bay doesn't really have any new features that devs require hardware to test on, it's just "better" than DK2.

I just hope this doesn't become an ongoing thing with Oculus.. I don't want to have to buy a new Rift every year or so. It's bad enough to do it with my phone.

On the mobile side, you'll see a refresh every 6 months. I expect yearly updates for the PC hardware.
 
I just hope this doesn't become an ongoing thing with Oculus.. I don't want to have to buy a new Rift every year or so. It's bad enough to do it with my phone.

They said in one panel similar to Samsung they want to release two products each year. Not sure what they mean by that though.
 
They said in one panel similar to Samsung they want to release two products each year. Not sure what they mean by that though.

The Galaxy S and Galaxy Note lines of phone run on a 6 month staggered release cycles. 6 month from now, the new Galaxy S will be available, and it'll have improved VR support. 6 months after that, the Galaxy Note 5 will be released, and it'll have even more improved VR support. Repeat.
 
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