Oculus Rift DK2 Thread

*UPDATE*



Now with comfort mode. Click the logo to download the current pre alpha.

A few key points. Firstly comfort mode is only currently supported on joypad. You can enable it through the pause menu once you are in game. Either the shoulder buttons or the right analogue stick will turn you, whatever your preference. It's really disorienting in the first room on spawning, but I think over all it works. I'd love feedback on this specific part of the game though.

Secondly, the setting doesn't stick on loading a new level due to a glitch in UE4.6.1. The same thing effects the way I've handled inverted aiming. It's known problem in the engine and a fix is coming in a later release of the engine so I'm not losing too much sleep over it. There's a couple more puzzles in this build than the last one, but not really enough that you'll want to replay the whole thing I'd expect if you checked it out when I last posted about it.

I would love feedback on comfort mode though and whether or not it works in this.
 
The B lenses are for people who are shortsighted, actually. Also the text in Elite is hard to read anyway, but if you change the GUI to be primarily green, it'll be easier to read.

Ok thanks, im only slightly short sighted so not sure if the B lenese would make much of a difference.

How does one change the hud colour dont see an option for it?
 
*UPDATE*



Now with comfort mode. Click the logo to download the current pre alpha.
It definitely works - I was able to play way past the point where I stopped before. I got several rooms beyond the bit with
a load of office cubicles with thumbs up signs everywhere
before feeling any sense of nausea.

Due to the style of the game however, with limited reference points to get your bearings, it does make it more disorientating. There was a long section where you have to follow the squares on the ground that are green or red... felt like I was in there forever, confusing myself, but I guess that is part of the design.

It's a reasonable trade-off considering it allows me to play your game for much longer. Definitely something to keep in.

Also I noticed that the screen goes a bit strange when bringing up the menu, like all the anti-aliasing disappears or something. Pretty sure it wasn't happening in the previous build.
 
It definitely works - I was able to play way past the point where I stopped before. I got several rooms beyond the bit with
a load of office cubicles with thumbs up signs everywhere
before feeling any sense of nausea.

Due to the style of the game however, with limited reference points to get your bearings, it does make it more disorientating. There was a long section where you have to follow the squares on the ground that are green or red... felt like I was in there forever, confusing myself, but I guess that is part of the design.

It's a reasonable trade-off considering it allows me to play your game for much longer. Definitely something to keep in.

Also I noticed that the screen goes a bit strange when bringing up the menu, like all the anti-aliasing disappears or something. Pretty sure it wasn't happening in the previous build.

The weird wibblyness on the pause menu has been in there for ages. It's because the things in there are set to display even if they are behind other things, and the overlay plus the glow effect cause some weirdness. It's something I'm going to revisit. It only happens in conjunction with head tracking on the rift. It works fine in 2D.

The squares on the floor you talk about, green is the way to go, red shows you where you came from. I do plan on reinforcing these things a bit with the creator voice over, so there are a couple of spots that are more confusing than I hope they'll be at the end. Right now it's interesting for me to see how much prompting people need to get to grips with how many hints I'll need the God character to drop.

Some disorientation is good though. Glad to hear it helped limit the nausea too. Thank you again for your feedback here.
 
The squares on the floor you talk about, green is the way to go, red shows you where you came from.
Is that supposed to happen the first time you see those squares? Because I could only see red, when looking back where I came from, so ended up doing that section walking backwards. As such, I did the second section (that had green and red) all walking backwards too, which combined with the comfort mode was extra disorientating.
 
Is that supposed to happen the first time you see those squares? Because I could only see red, when looking back where I came from, so ended up doing that section walking backwards. As such, I did the second section (that had green and red) all walking backwards too, which combined with the comfort mode was extra disorientating.

Nope. The first time there are glowing blue markers on the walls that help you find your way. Whatever works though :)
 
Just tried Vox Machinae. Now, that's how performance and ease of use and balancing graphics should be done.

Works in direct mode, performance is complete top-notch and it looks good to boot. Solid 75 fps.

Really, the best experiences so far for the DK2 are Assetto Corsa, Vox Machinae and Elite Dangerous.

Elite would be perfect if the microstutter wasn't there every few seconds.
 
Vox Machinae is a really nicely-sorted game, with beautiful VR-optimised menus, but I wasn't grabbed by the gameplay.

Toybox Turbos on the other hand is brilliant fun and another great VR implementation by Codemasters.
 
On New Years Eve I went to a small LAN party at a friends house so of course I brought along the Rift as most of the people there had not tried one yet. Happy to report that they were all blown away with one saying he was definitely going to buy one as soon as possible.

I tried Vox Machina at the party for the first time and loved it. Yeah it's not up to much as a game but as a demo of how good VR can be its brilliant. Rock solid performance and great visuals. Totally got vertigo first time I boosted into the air. The demo had me saying "holy shit" out loud a few times and I am fairly unmoved by most demos if I'm honest.

The other big hit was Elite. My buddy brought his HOTAS for the complete experience. So good even though it ran like crap on my pc. The sense of scale is nuts, the planets feel even bigger than Titans of Space! Got another blast of vertigo when flying about inside a station.

Both of these demos gave me a feeling of presence. These small glimpses I have found to be quite rare but they are magical when they happen.

Next I need to get Assetto Corsa to work. Couldn't get it to display properly the last time I tried.
 
Would a passenger seat view in games like AC ever be possible? Like, a two player experience where the driver is controlling the action but the passenger is still in the world and can look around independently?

Would make for some interesting rally driving games, maybe.
 
Would a passenger seat view in games like AC ever be possible? Like, a two player experience where the driver is controlling the action but the passenger is still in the world and can look around independently?

Would make for some interesting rally driving games, maybe.

This would take multiple computers, but it's certainly possible assuming, of course, the game allows for it. Experiencing true multiplayer VR experiences is really awesome - I recently had some friends over and we did riftmax locally - one person in a VR headset on one side of the room and another person on the other. It was freak and awesome at the same time, the better, live acoustics made it a much more surreal feeling than hearing audio captured from a mic going into headphones, especially when we assumed approximately the same spatial distancing and direction we had in VR as we had in real life. We watched a whole movie together, like we were in a movie theater.

Unrelated, but the leap motion video passthrough unity demo is really awesome, you turn video passthrough on and off by swiping your hand in front of your face (assuming, of course, you have a VR mounted Leap Motion). Their tech is drag and drop and can be implemented in basically any unity oculus rift application. This is awesome and I hope it gets widely supported, I've been surprised by how useful the video passthrough is on Gear VR. And, unlike gear VR, using Leap Motion for video passthrough grants you stereoscopy, even if you lose color and quite a bit of depth.
 
Rift is the ultimate party tool. Bought my DK1 to a family reunion, everyone was blown away when they tried the UDK Coaster level.

Can't wait for CV1
 
Just tried Vox Machinae. Now, that's how performance and ease of use and balancing graphics should be done.

Vox Machinae is a really nicely-sorted game, with beautiful VR-optimised menus, but I wasn't grabbed by the gameplay.

Hehe, came here to post about Vox Machinae too. I've just watched the video by eVRydayVR and the game looks indeed awesome!

https://www.youtube.com/watch?v=aj12usVD5nM

EDIT:
Would a passenger seat view in games like AC ever be possible? Like, a two player experience where the driver is controlling the action but the passenger is still in the world and can look around independently?

Would make for some interesting rally driving games, maybe.
Isn't such thing already possible in Live for Speed?
 
Would a passenger seat view in games like AC ever be possible? Like, a two player experience where the driver is controlling the action but the passenger is still in the world and can look around independently?

Would make for some interesting rally driving games, maybe.

The frankly awesome Richard Burns Rally VR mod has a co-driver mode. It works exactly as you've described. I haven't tried it yet to see exactly how it renders the monitor view, but I'll try giving it a go today.
 
Is it a good time to buy a dev kit if I'm just going to be using it as a gamer/consumer - or is there a pending announcement/etc. that I should wait for?
 
Is it a good time to buy a dev kit if I'm just going to be using it as a gamer/consumer - or is there a pending announcement/etc. that I should wait for?
I feel its way too late to be ordering a DK2 unless you absolutely have to have one. It will be completely outdated and obsolete in less than a year, there are not many full-blown games/experiences to use it with right now and as a development kit, its not a plug and play experience at all.

CES is in a few days, so we might hear more about the consumer version, but I wouldn't count on it, much less any release date or anything. I think it'll just be more Crescent Bay demo'ing.
 
The Consumer Electronics Show is this week, and Oculus is going to be there. Best to wait to see if they announce something.

I feel its way too late to be ordering a DK2 unless you absolutely have to have one. It will be completely outdated and obsolete in less than a year, there are not many full-blown games/experiences to use it with right now and as a development kit, its not a plug and play experience at all.

CES is in a few days, so we might hear more about the consumer version, but I wouldn't count on it, much less any release date or anything. I think it'll just be more Crescent Bay demo'ing.

the final product is expected for consumer release this year (2015.) I would wait for that if you are a gamer/consumer. there are already some incompatibilities between DK1 and DK2, plus the nausea issue will be much improved (eliminated?) in the final product.


Thank you! I'll stick it out.
 
Is it a good time to buy a dev kit if I'm just going to be using it as a gamer/consumer - or is there a pending announcement/etc. that I should wait for?

the final product is expected for consumer release this year (2015.) I would wait for that if you are a gamer/consumer. there are already some incompatibilities between DK1 and DK2, plus the nausea issue will be much improved (eliminated?) in the final product.
 
What time does the Rift press conference start?
 
What time does the Rift press conference start?
To my knowledge, there won't be a Oculus VR CES 2015 press conference.

EDIT: https://www.reddit.com/r/oculus/comments/2rgwsb/when_can_we_expect_new_information/cnfucdt

Manoko said:
Anyone else really frustrated by the situation ? I mean, you'd expect Oculus to at least announce something at the CES of the year they will launch their first consumer product.

Yet here we are, waiting for impressions on Crescent Bay prototypes. A lot of us have waited a long time for this CES to happen, and I can't speak for everyone but all I can say is that I am hugely disappointed.

It makes no sense for a tech company launching their first product to not at least have a keynote on the CES of that year.
palmerluckey said:
It makes a lot less sense to do a keynote that is a waste of time and money for everyone. Won't stop the other companies from doing them, but count me out.

When there is something to be announced, it will be announced - think hard about wanting announcements scheduled to major shows instead of when they are ready, because that philosophy, while common, leads to safer timelines, a lot more dead space, and showmanship as a replacement for real information. It has been hardly 3 months since Crescent Bay was first shown, and this is the first time it will be shown to the general public in any kind of volume. I am sorry you are disappointed, but what we are doing makes plenty of sense - it may not be obvious, but there is a method to the madness.
 
B6rrs65CEAAQMs5.jpg:large


Oculus CES booth is open, Crescent Bay reactions trickling in on Twitter

@royalgalactic - "Just got a Crescent Bay demo, blew my freaking mind. Far, far beyond the experience with the Gear VR. Screen feels a lot higher res"
 
B6rrs65CEAAQMs5.jpg:large


Oculus CES booth is open, Crescent Bay reactions trickling in on Twitter

@royalgalactic - "Just got a Crescent Bay demo, blew my freaking mind. Far, far beyond the experience with the Gear VR. Screen feels a lot higher res"

Part of the reason people might think this is because cb is likely doing rudimentary eye tracking to automatically set ipd. Its something Oculus won't discuss but evidence strongly suggests. Contrary to gear vr which has a manual ipd slider that I'd imagine most don't adjust.

Properly setting your ipd makes a huge difference. Further, Oculus rift optics are better than gear vr, which has a more narrow cone of clarity.
 
Properly setting your ipd makes a huge difference. Further, Oculus rift optics are better than gear vr, which has a more narrow cone of clarity.

Yeah speaking to Polygon, Iribe seemed to be emphasizing the new optics -- "The main thing is the optics combined with the screen combined with the mechanical engineering is so much tighter, and synergized, that it really makes it so that you can't notice the pixel structure. If you swapped the lenses on this unit with any other development kit, you'd be able to pick out the pixel structure. It's because we're optimizing as a cohesive system instead of individual components that we're able to develop something with much more presence."

Crescent Bay is the current version? Not DK2?

Crescent Bay is the latest and best prototype they're demoing, but it won't be sold. DK2 is the last publicly available dev kit.
 
I'm expecting the CV1 to have Nimble Sense built in to the front of the headset. It only makes sense since they acquired them, and everyone wants their hands to be in VR. And it will be great for navigating the menus as well.

There's probably a few things delaying the CV1. Oculus is hard at work on their own VR control scheme, and that takes time. Also, they are probably making so many rapid improvements to the tech, they need to know when to stop and set the final specs. I'm hoping they can get the FOV up to 120 degrees as Michael Abrash had predicted last year. Along with a new 4K panel from Samsung, and we are just about ready to rock.

The ultimate thing for CV1 would be to have some onboard processing for simple apps such as Oculus Cinema. This would be ideal to sell to the mass market and to make the CV1 mobile. But it might not feasible for CV1, and might have to wait til CV2.
 
I have not installed the 0.4.4 SDK, is their improvements in general? I mainly play demos and some Elite Dangerous with it but honestly it has been shelved for a while. Thinking of updating and trying some new demos but I know 0.4.3 broke a lot of the demos I was showing others at the time.
 
I have not installed the 0.4.4 SDK, is their improvements in general? I mainly play demos and some Elite Dangerous with it but honestly it has been shelved for a while. Thinking of updating and trying some new demos but I know 0.4.3 broke a lot of the demos I was showing others at the time.

I've had no problems with it and I used it a lot over New Year demoing it to people. It apparently improves performance with some games, such as the new Sightline build. It also turns the vignette introduced in 0.4.3 to off by default. I haven't tried Elite with it yet though as I'm waiting for my HOTAS to ship later in the week.
 
My rift 2's camera lights up for a second and then goes out. Says "waiting for camera". Are there driver issues I need to resolve? Installed the latest sdk but I do have the original rift and forgot to think about cleaning up.
 
So since it doesn't look like Oculus is announcing the CV1 at CES, I couldn't wait any longer and caved and bought a DK2. I cannot wait for this thing to get here and start playing around with it.
 
Yeah, nothing is actually working. Camera never shows up for more than half a second, games are split either horizontally or vertically and so on.

Could my monitor be causing the issue? Rog Swift with gsync turned on. Do have the 347.09 drivers which people have called problematic but not to this extend right?
 
Yeah, nothing is actually working. Camera never shows up for more than half a second, games are split either horizontally or vertically and so on.

Could my monitor be causing the issue? Rog Swift with gsync turned on. Do have the 347.09 drivers which people have called problematic but not to this extend right?

Issue seems to be the drivers. Try rolling back to previous ones, it's easier than try and guess what's wrong.
 
So since it doesn't look like Oculus is announcing the CV1 at CES, I couldn't wait any longer and caved and bought a DK2. I cannot wait for this thing to get here and start playing around with it.

As long as you don't mind a day or two of setup, you won't be disappointed.
 
I reset my nvidia drivers back and I'm still having camera issues. Always says "waiting for camera" Switched out the mini usb cable, tried plugging into the back of my computer, keyboard, monitor, etc and still nothing. Any advice? Shows up in device manager and I don't see any errors in event viewer
Edit: This is all it has for the DK2 camera
"Driver Management concluded the process to install driver usbvideo.inf_amd64_41b9e646f634774b\usbvideo.inf for Device Instance ID USB\VID_2833&PID_0201&MI_00\7&8C6A0AE&0&0000 with the following status: 0x0."
 
So since it doesn't look like Oculus is announcing the CV1 at CES, I couldn't wait any longer and caved and bought a DK2. I cannot wait for this thing to get here and start playing around with it.

You'll have a blast with it. And a good decision, from the looks of it, the CV1 is most likely at least a year away, maybe a bit less at the earliest. You'll have plenty of time to get your moneys worth and hold you over. Make sure to try Technolust, it's my personal favorite demo and most anticipated VR game.
 
Not just a camera issue, rolled back the drivers as I said above and there are still splitting issues with games. *sigh*

Camera issue worries me the most as that seems like it could be a pain. Shows up in hardware but the oculus control panel won't recognize it.

Edit: Have to go to work but if anyone has any suggestions as to what drivers to uninstall/check I'd really appreciate it. Do have the first kit if I need to clear some of its stuff.
 
I've had no problems with it and I used it a lot over New Year demoing it to people. It apparently improves performance with some games, such as the new Sightline build. It also turns the vignette introduced in 0.4.3 to off by default. I haven't tried Elite with it yet though as I'm waiting for my HOTAS to ship later in the week.

Cool, will update this weekend when I have time to mess with it.

So since it doesn't look like Oculus is announcing the CV1 at CES, I couldn't wait any longer and caved and bought a DK2. I cannot wait for this thing to get here and start playing around with it.

Good call. Honestly I don't think we'll see CV1 in 2015 unless they are keeping the best kept secret in technology right now, including their shipping partners, marketing, production factories, etc ...
 
You'll have a blast with it. And a good decision, from the looks of it, the CV1 is most likely at least a year away, maybe a bit less at the earliest. You'll have plenty of time to get your moneys worth and hold you over. Make sure to try Technolust, it's my personal favorite demo and most anticipated VR game.

Thanks, I'll check it out. And yeah, even if I only get 6 months with this thing, I think that will be worth it for me. I've wanted one for so long and told myself if they didn't announce a date at CES, I would go ahead and get one. Now, if only it will ship. I've been reading a lot of recent orders have been shipping quickly so I hope mine does too.
 
There was a really decent interview with Palmer during Engadgets live stream. He seemed to strongly imply a 2015 release at the end, something along the lines of "We've been around for 2 years, going into our 3rd year now as a company. First year we shipped DK1, second year the DK2. Two years, two products... and now year 3". He also talked a bit about Nimble, which to me seemed like it was more of a long term investment than something to expect built into CV1. He said "let's be honest, it's a bit janky right now... but it's something that will get better"

Jason Rubin, Oculus VR’s Head of Studios also backed up both points at an Emerging Trends of Gaming discussion. When asked what the biggest story of 2015 will be he said "The launch of Oculus", and when asked about hand and motion input he said "Oculus is focusing on eyes and ears. Touch, motion and inner ear will come with time".

Also some stuff from The Verge: possible unveiling of a controller in the near future, and, if I'm reading it right, the 3D spatial audio they're using with the crescent bay demos should be in a new SDK soon.
 
Cool, will update this weekend when I have time to mess with it.



Good call. Honestly I don't think we'll see CV1 in 2015 unless they are keeping the best kept secret in technology right now, including their shipping partners, marketing, production factories, etc ...

If they pretty much ship crescent bay, they could get it out for fall and not have even started manufacture or even parts orders yet
 
Not just a camera issue, rolled back the drivers as I said above and there are still splitting issues with games. *sigh*

Camera issue worries me the most as that seems like it could be a pain. Shows up in hardware but the oculus control panel won't recognize it.

Edit: Have to go to work but if anyone has any suggestions as to what drivers to uninstall/check I'd really appreciate it. Do have the first kit if I need to clear some of its stuff.

Is your oculus runtime updated? What about your firmware?
 
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