Compsiox
Banned
Nope. V-sync or limiting is not overclockingBetta Lines gave you the answer:
http://www.neogaf.com/forum/showpost.php?p=135408832&postcount=4373
Nope. V-sync or limiting is not overclockingBetta Lines gave you the answer:
http://www.neogaf.com/forum/showpost.php?p=135408832&postcount=4373
If my monitor only goes to 60hz is it possible for the 75fps footage to be displayed on the oculus display running at 75hz?
...When you run DK2 in 'direct' or 'extend' mode, your laptop will remain 60Hz, and the DK2 will get 75Hz.
An HD 5750? I imagine it'll run the included desk demo ok. You could download the Live For Speed demo and see what kind framerate you get on the monitor. If it's above about 120fps at 1080p, it should be fine too.
Yeah 100fps on a monitor is probably not enough overhead to stay above 75 in VR - you'll likely need to turn stuff down. It should be ok with a single car on track. The included Tuscany demo (crappy version) should work too. There is a Unity version with much nicer graphics but that is probably too much. 4th Floor seemed pretty undemanding... YMMV. CyberSpace might work too.Haha, I checked and it's actually a 4670. And I was thinking about Live For Speed as well so I was just setting up my wheel and trying it out. Pleasantly surprised it was hitting 100 fps with the default graphics settings, hopefully I can squeeze a bit more out with some tweaking. Racing sims will probably be the main thing I play on my DK2 so I'm real happy at least this will work decently.
Any other simple demos or games like LFS that may work?
So my DK2 is finally arriving tomorrow! Bad news is I may have had to put my plans on building a gaming PC on hold for a bit. Until then all I have is my iMac which is running Windows 7 in bootcamp. It's a mid 2010 model so I just want to know what are the absolute least graphic intensive demos I can try out with this thing until I can build my higher end machine.
I don't care if the graphics are flat, untextured polygons. Just something that will run smoothly on a system as old and weak as mine.
When I take my dk2 to show people I use a laptop that JUST about runs stuff.Sometimes I'm not getting 75Hz but for just trying demos it's fine.Getting less than 75Hz doesn't make dk2 stuff unplayable-just jittery.
Someone said something that conflicts with that. They said the Rift would lock at 60hz. They're wrong?
I think it may be like that because oculus made the software with 60hz monitors in mind since they're the most used.Does anybody else get really weirdly low framerates in Direct Mode when their monitor is at 120hz? This is completely fixed if I set my monitor to 60hz. Kind of weird.
Yes, they're wrong. Although as I said, there are a few demos that will not do 75Hz in extend mode unless you make the Rift the primary display.Someone said something that conflicts with that. They said the Rift would lock at 60hz. They're wrong?
If you're not running a frame limiter, there are only two reasons why you'd get 75fps.I'm on a laptop.
Unity World Demo was running at 75fps in extended mode.
Intel tells me the Oculus Display was running at 75fps
Yes, they're wrong. Although as I said, there are a few demos that will not do 75Hz in extend mode unless you make the Rift the primary display.
But you said yourself:
If you're not running a frame limiter, there are only two reasons why you'd get 75fps.
1) The Rift is running at 60Hz for some reason, you've disabled v-sync for some reason, and your laptop just so happens to have the precise performance to maintain exactly 75fps in this particular demo with no frame limiter (chances of this: slim to none)
2) The Rift is running at 75Hz as normal, the demo has v-sync (as it does by default), so you're getting 75fps.
I'm not sure why you're using Intel video properties if you have a dedicated GPU... I doubt it's having any effect anyway - the DK2 certainly can't run 120Hz.I believe I may have disabled Vsync in my AMD Graphics settings.
I changed the Intel video properties for the Rift from 120hz to 75Hz. I will put it back.
Thanks for the help I'll let you know how it goes.
O I don't think you can disable the Intel properties on a laptop.I'm not sure why you're using Intel video properties if you have a dedicated GPU... I doubt it's having any effect anyway - the DK2 certainly can't run 120Hz.
Dominic Brennan said:Yeah, it went up a small amount with CB, but it's unlikely to go up again for CV1 unless they use concave displays or something crazy. With a flat panel it's very unreasonable for it to be 150-180 like requested in this thread - even at 150 it would increase the performance requirements drastically (much higher than 4K).Simon Povey said:FOV was improved for the Crescent Bay prototype, I was watching a video about it yesterday. I don't personally have a problem with the current one but any improvement would be good
Here's the vid, quite long and can't remember at what point they discussed FOV! http://youtu.be/By-IcNblqRo
Which brings me back to a question I raised a couple weeks ago in another thread......why not use two screens instead of one, to drastically increase the FOV? Why not simply render the image across two screens? What technical limitations would they face by incorporating this idea?
It's not a technical limitation, it's a price limitation. Some HMDs such as Valve's have used a dual screen setup but the cost is significantly higher. One of the main innovations of the Oculus Rift is that it provides a good quality HMD at a reasonable price.
Hi PCGamer and thanks for the swift response. Let me ask you this....in your opinion, once the retail version of the rift is released, do you think us, the consumer, will have the option of purchasing the Dual Screen prototype you're referring to if we approach Oculus and cough up enough cash for it? How much do you suspect they would charge for the dual screen version?
The dual screen prototype from Valve has already been matched (and according to Luckey, in some ways surpassed) by Oculus' Crescent Bay prototype, which used a single screen. CV1 is going to be at least Crescent Bay spec.Hi PCGamer and thanks for the swift response. Let me ask you this....in your opinion, once the retail version of the rift is released, do you think us, the consumer, will have the option of purchasing the Dual Screen prototype you're referring to if we approach Oculus and cough up enough cash for it? How much do you suspect they would charge for the dual screen version?
The dual screen prototype from Valve has already been matched (and according to Luckey, in some ways surpassed) by Oculus' Crescent Bay prototype, which used a single screen. CV1 is going to be at least Crescent Bay spec.
That's encouraging. I just worry about the FOV in the CV1. Word has it that it will not be any wider than the current DK2, and many people have complained about the FOV not being nearly as wide as they'd hope for, breaking the immersion of VR altogether in some cases, due to the black "borders" on each side.
That's encouraging. I just worry about the FOV in the CV1. Word has it that it will not be any wider than the current DK2, and many people have complained about the FOV not being nearly as wide as they'd hope for, breaking the immersion of VR altogether in some cases, due to the black "borders" on each side.
Yeah, that's my biggest problem with the DK2, over everything else. I want to look at the virtual image without feeling like the lenses are too close together. I'm still not entirely sure if it's just my eyes not pointing in the right directions, which is why I hope eye-tracking is figured out soon. Let the machine figure out exactly where everything needs to be in order to look the best and not fuc* with my eyes.There's one last big concern however. I know the image in the rift is supposed to be blurrier on the edges and only the center where you're focused is sharp. When I close my right eye, the center is perfectly clear. When I close my left the eye the center is still kind of blurry. If I physically push the rift a bit side to side the clarity shifts between either my left or right eye, but as it sits on my face, my right eye doesn't get as clear a picture in the center as my left eye does. No combination of settings or different cups made a difference so I'm thinking this is something only a physical lens slider could fix, similar to the dial that lets you move the lenses forward and back. Am I assuming right? If there's some other setting or thing I'm missing please let me know. It isn't bad at all if I don't pay attention to it, but it is a slight annoyance when I do. I'm pretty sure I remember hearing the CV1 would have a slider to move the distance between the lenses.
We have roughly 180 degrees of vision looking straight ahead. But keeping your head forward, if you move your eyes to the far left and then far right, we actually have about 270 degrees of capability.Is there any point in going beyond 180 degrees? Its not like I can see through the back of my head
No, since that's an Augmented Reality device.
This is AR.
Changed to processing and shipping in next batch, that was waaaay faster than I was expecting. I need to somehow afford a 970 card now.
This is AR.
Never understood the appeal of AR, seeing 3D stuff in the real world just looks so out of place to me.
FOV is the next big hurdle to overcome. And it's also the most game changing improvement we'll see. The DK2 FOV is not good enough. But it's close. You can clearly see big black borders around your eyes at all times. We won't be getting something crazy like 180 degree FOV, but if they can pull off 120 degree horizontal FOV for CV1, that'd be perfect to start. Right now it's about 90 to 100 horizontal.
People running into the middle of a highway because zombies are chasing them. Sounds fun.Could make a cool Survival Horror game in the real world.
New Features
Oculus SDK
Display Driver latency reduction in Direct Mode by 1 frame, resulting in 0ms Post-present.
Updated display driver to support multi-threaded calls efficiently, this may improve performance in some scenarios.
Added option in the Oculus Configuration Utility to Suppress the Health and Safety Warning during active development.
Added option in the Oculus Configuration Utility to set the OVRServer logging level.
Updated the Health and Safety Warning screen to reflect an age restriction of 13. More information can be found in the Oculus VR Best Practices Guide and in the Oculus VR Health And Safety Warnings documentation.
Experimental Linux support (see included LINUX_README).
Numerous stability and performance improvements.
Unity
Added support for Unity Free in Unity 4.5.5 and up.
Overhauled Unity C# API. Reduced performance overhead. See the migration guide for more details.
Improved support for multi-layered rendering. Just instantiate multiple OVRCameraRigs, set Camera.depth and Camera.clearFlags for each eye, and use.
Bug Fixes
Oculus SDK
Fixes in Vsync direct mode tearing.
Fixed a bug in the D3D10/11 rendering path that was causing the overall brightness of the visuals to change on some systems.
Improved OpenGL state management through contexts.
Unity
Fixed a source of jitter in TimeWarp timing that resulted in shaky images.
Removed problematic "out of camera range" message. Will be replaced by an optional camera bounds visualization in a future release.
In the editor, Game view rendering no longer targets the wrong view.
Known Issues
Oculus SDK
While Pixel Luminance Overdrive fixes the majority of ghosting artifacts, it does not currently account for the “black smear” artifacts that are visible in very dark regions of the visuals. This will be addressed in upcoming releases with better tuned look-up-tables.
In order to reduce head tracking latency and make sure the CPU and GPU frame processing overlap as much as possible, there are currently 2 major CPU/GPU synchronization points in the SDK rendering path. This can cause performance problems for applications that tend to do a good deal of CPU processing or buffering of many draw calls at the start of a new frame by introducing GPU “bubbles” into the command buffers.
The Mac version of the Oculus Configuration Utility may get stuck in an upgrade loop during a Firmware update. The workaround is to let the update complete and then power cycle the DK2.
Unity
D3D11 in extended mode is unsupported for this release. This configuration will typically appear to judder due to being capped at the 60hz refresh of your primary monitor.
Forcing Unity to use OpenGL on Windows is unsupported for this release. This configuration is currently unstable and may encounter crashes.
do developers need to update their games for 4.3?
Been trying Rift demos the last couple of days since getting my DK2 and one of the most impressive free demos I've tried is Viewport Architectural Visualization, something I've barely read anything about. Perhaps because on paper it sounds boring as fuck -- walk around a house. It isn't the best game/experience, or a particularly innovative use of VR, but the visual detail is outstanding, and standing up and walking around is the closest thing I've got to presence. Check it out if you haven't, totally underrated and something I'll be showing everyone alongside the typical Sightline/Welcome to Oculus/ToS showpieces.