Oculus Rift DK2 Thread

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.

If you haven't already looked through this thread, do so.
 
As long as you don't mind a day or two of setup, you won't be disappointed.

Yeah, that's about accurate for me. I had a few gotchas:

- Having a G-sync monitor (ROG Swift) connected breaks direct mode so that the left side is messed up and it's all shifted over. Disconnecting it and rebooting fixes it.

- The B lens works out better for me than A, even with contacts in, which was surprising. It might be something about my -6 prescription or just due to having an usually big nose bridge and not being able to get too close.

- most older demos work better with the DirectX11 command line option.
 
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.

I meant to report back on this.

Yes, it renders a fully independent screen for the driver on the primary monitor, while the co-driver gets the Rift (set to secondary). You can switch that around if you wanted to as well, driver gets the Oculus.

It's pretty cool, as you'd imagine. Unsurprisingly, I was getting judder in the Rift (triple rendering!), but I may have been able to quell that by lowering some graphics settings. I didn't try though.

Racing sims are great with the Rift, but few people are any good at them, so it would make for a nice party trick.
 
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".
That will be a mistake if they don't launch an official motion controller this year day-and-date with CV1.
 
I'm sure this has been answered many times by now, but how much does this device strain one's eyes since the screen is so close to them? Is this one of those devices that is so bad for your eyes, it's recommended to only use it for ~1-2 hours at a time at most? I've been wondering about this since the 3D technology used for the 3DS has even led Nintendo to warn parents about young children playing with the 3D slider on.
 
Just reading through the VR threads today has made me acutely aware of one very important thing. Every VR thread should have a footnote that reads: ''Anyone that argues with Krejlooc, meep, or Durante, should consider their opinions null and void.''
I cant think of any more qualified posters/developers here on NeoGAF to discuss VR with, and yet people question and flat out doubt their input!
 
Just reading through the VR threads today has made me acutely aware of one very important thing. Every VR thread should have a footnote that reads: ''Anyone that argues with Krejlooc, meep, or Durante, should consider their opinions null and void.''
I cant think of any more qualified posters/developers here on NeoGAF to discuss VR with, and yet people question and flat out doubt their input!

I would add Seanspeed to that list. He knows his stuff and has been championing VR for a long time on GAF.
 
Just reading through the VR threads today has made me acutely aware of one very important thing. Every VR thread should have a footnote that reads: ''Anyone that argues with Krejlooc, meep, or Durante, should consider their opinions null and void.''
I cant think of any more qualified posters/developers here on NeoGAF to discuss VR with, and yet people question and flat out doubt their input!

I get the feeling that some people believe that success of VR means their regular playing experience will be taken away from them, but everything less than that means VR is a failure.

They don't see the middleground where VR is an option and a revolution at the same time.
 
Lttp with Space Engine, anyone who hasn't tried this in the Rift should do.

Traveling at a couple hundred light-years per second and watching stars and galaxies drift by is stunning. Absolutely can not wait for CV1 for things like this.
 
Our old friend Wollan highlighted this quote on Twitter from Jason Rubin in response to questions about a controller to accompany the HMD... not sure if it's already been discussed:

"Oculus is focusing on eyes and ears. Touch, motion and inner ear will come with time".

If this means CV1 won't have any control solution as standard, I think that would be a fairly disappointing move. It would immediately create a fairly significant platform split between CV1 and, I guess, an eventual CV2 which will presumably have that.

I know they can't have everything day one, but I figured a 'VR controller' that offered some breadth of creative opportunity for devs would be available from the get-go.
 
If this means CV1 won't have any control solution as standard, I think that would be a fairly disappointing move. It would immediately create a fairly significant platform split between CV1 and, I guess, an eventual CV2 which will presumably have that.

I know they can't have everything day one, but I figured a 'VR controller' that offered some breadth of creative opportunity for devs would be available from the get-go.
It's not for certain, but it's also kind of expected. The amount of times they reiterate that DK2 will be the last development kit before CV1 implies that there would be no new tech - only better tech. Then every single demo available at launch would not use a big part of the tech included in the hardware, it seems like it would be a weird move.

If it helps keep the cost down, I'm all for it being sold as a first party peripheral, which their buying of those companies developing this stuff suggests it will be. There are so many games and experiences where a game pad or keyboard and mouse work just fine already, that this is kind of a non-issue for me. I know other people feel differently.
 
If this means CV1 won't have any control solution as standard, I think that would be a fairly disappointing move. It would immediately create a fairly significant platform split between CV1 and, I guess, an eventual CV2 which will presumably have that.

I know they can't have everything day one, but I figured a 'VR controller' that offered some breadth of creative opportunity for devs would be available from the get-go.
I think it's a very good idea to focus on one thing at a time. Each individual issue that needs tackling for fully immersive VR is still a huge technical challenge, and sometimes even a field for active scientific research. Making a product out of that takes time.

It also plays well with their current focus on open platforms, where they can quickly iterate their hardware and software over the next 5 years.
 
These other guys know a lot more about this stuff. I absorb what I can, but I'm far from super knowledgeable about the tech.

Self-effacing as ever. Keep up the good fight mate.

If this means CV1 won't have any control solution as standard, I think that would be a fairly disappointing move. It would immediately create a fairly significant platform split between CV1 and, I guess, an eventual CV2 which will presumably have that.

I'd sooner they get CV1 out first and work on the other stuff later. We've been waiting for ever for this tech to reach commercial release.
If we wait until it's all in place then we'll wait for ever.
 
I just can't get the camera to show up. Going through that thread linked and nothing is working as of page 4. Always says "waiting for camera' light comes on for a ms and I get none of the crash issues mentioned in that thread a lot. Event viewer doesn't say anything other than what I mentioned on the last thread. What does the camera show up for in device manager for people here? Just says "camera dk2" for me.
 
I just can't get the camera to show up. Going through that thread linked and nothing is working as of page 4. Always says "waiting for camera' light comes on for a ms and I get none of the crash issues mentioned in that thread a lot. Event viewer doesn't say anything other than what I mentioned on the last thread. What does the camera show up for in device manager for people here? Just says "camera dk2" for me.
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Yeah, that's what I thought it was supposed to say but I'm not getting that. Not sure what I've done wrong, the first kit was so easy to set up!

Edit: Got it to work, had to go in, pinpoint the drivers, and then manually switch it from DK2 to positional tracker. Shows up now!
 
I'm sure this has been answered many times by now, but how much does this device strain one's eyes since the screen is so close to them? Is this one of those devices that is so bad for your eyes, it's recommended to only use it for ~1-2 hours at a time at most? I've been wondering about this since the 3D technology used for the 3DS has even led Nintendo to warn parents about young children playing with the 3D slider on.

It doesn't strain the eyes at all. It's not like there's just a screen slapped in front of your face that you have to focus on, the effect of the optics make it feel totally natural. I played Half Life 2 for at least 4 hours straight and my eyes didn't miss a beat when I came out of it.
 
I'm sure this has been answered many times by now, but how much does this device strain one's eyes since the screen is so close to them? Is this one of those devices that is so bad for your eyes, it's recommended to only use it for ~1-2 hours at a time at most? I've been wondering about this since the 3D technology used for the 3DS has even led Nintendo to warn parents about young children playing with the 3D slider on.

The lenses in the rift are focused at infinity, so the proximity of the actual screen is irrelevant. Think of a camera viewfinder and how close you can hold that to your eye without disconmfort.

The only real source of eye strain is convergence/focus mismatch. When you look at something very near, your eyes converge (go cross eyed), and they automatically tighten their focus at that near range. In the rift, the focus is always at infinity, no matter what convergence your eyes are making. This confuses your eyes and they end up straining to focus on something that appears to be at the "wrong" depth. This effect is only really noticeable for very near objects, however, so it's not a big deal for most content.
 
The lenses in the rift are focused at infinity, so the proximity of the actual screen is irrelevant. Think of a camera viewfinder and how close you can hold that to your eye without disconmfort.

The only real source of eye strain is convergence/focus mismatch. When you look at something very near, your eyes converge (go cross eyed), and they automatically tighten their focus at that near range. In the rift, the focus is always at infinity, no matter what convergence your eyes are making. This confuses your eyes and they end up straining to focus on something that appears to be at the "wrong" depth. This effect is only really noticeable for very near objects, however, so it's not a big deal for most content.

You do learn to converge without adjusting focus relatively quickly, but that transitional period definitely brings with it discomfort.
 
So my son and I are thinking of going halves for one of these for Elite - what's the deal on hardware requirements?

His setup is a i5 2500k & 660ti
 
It doesn't strain the eyes at all.
In theory it doesn't, but with the various flaws of the current spec, it does.

So my son and I are thinking of going halves for one of these for Elite - what's the deal on hardware requirements?

His setup is a i5 2500k & 660ti
The 2500K is fine, particularly if clocked high, but the 660Ti isn't really enough. You can probably get away with it but you'll struggle to maintain above 75fps at all times in Elite (going by what people have said in this thread and others, I've yet to buy Elite myself). If you want a good experience right now with a DK2, your best bet is to replace the 660Ti with a GTX 970.
 
So my son and I are thinking of going halves for one of these for Elite - what's the deal on hardware requirements?

His setup is a i5 2500k & 660ti

I played on a OC 7950 and it did pretty well. I just recently upgraded to the GTX 970 and it was a complete game changer making it an amazing experience.

Removing the judder gives such a huge jump in presence. I was OK with the 7950 at the time though..
 
I managed to get HL2 working with no judder last night (Had to set rift to primary) but after about 20 minutes I was ready to throw up and the feeling lasted for about an hour after coming off. I don't get motion sickness on anything else so is there anything I can do to resolve this or am I just incompatble with HL2.

Also are there any other full fledge games that work really well with Rift apart from HL2 & Skyrim ?
 
cheers but there's no chance of that due to cost - is there a cheap alternative? maybe the 660Ti in SLI? or just a better bang for buck step-up?
I think SLI just introduces further problems at this stage. In the future, SLI promises to be a good way to go - one card for each eye - but that isn't supported yet.

If you can pick up any card of a reasonably higher spec than a 660Ti, like a GTX 770, or an R9 290, you'll get a better experience. But at the normal retail price, they probably won't be good value - look at the second hand market. The best bang for buck for a new card is the 970, hands down. A smaller step up (something like a GTX 670 or R9 280) is probably not worth it unless you find a really good deal second hand - you might as well just turn everything down and try to run it on the 660Ti.

I managed to get HL2 working with no judder last night (Had to set rift to primary) but after about 20 minutes I was ready to throw up and the feeling lasted for about an hour after coming off. I don't get motion sickness on anything else so is there anything I can do to resolve this or am I just incompatble with HL2.
Are you saying you've tried other FPS-style games for the same length of time and not got motion sickness?

Also are there any other full fledge games that work really well with Rift apart from HL2 & Skyrim ?
Yes. Also I wouldn't say Skyrim works very well at all. Alien: Isolation, Elite: Dangerous, Toybox Turbos, Assetto Corsa, iRacing, Live For Speed, GRID: Autosport. Not exactly fully-fleged games but complete experiences worth trying - SightLine: The Chair and Titans of Space.
 
I get nauseous with rift dk2 and I've had it since launch. Something about looking through magnified lenses. I get sick with binoculars and telescopes.
 
Yeah, cheers guys - it might be a case of suck it and see...after a bit of research it seems getting the 780ti or 970 is the way to go (whichever can be got at the best price) both afford the option to upgrade to SLI at a later stage for a nice boost...I suppose by selling the 660ti that'll reduce the overall cost - it'll also mean he can get a 3 screen setup started!
 
That will be a mistake if they don't launch an official motion controller this year day-and-date with CV1.

It would also be a mistake if they launch one for the sake of it when it's not ready. I think they will launch with a controller, but it won't be motion/hand tracking unless it's 100% ready and working.

Or as Iribe told The Verge, "We won't release a version with bad input. It's something that we feel breaks the experience. We'd rather have a very simplified input or a gamepad input. We haven't made that decision yet, but we'd rather have something very dependable that is clearly not trying to be the perfect VR input than something that's half-baked. And what we've seen out there in the community... nothing's really hit that mark yet.

We haven't showed anybody our early versions of VR input yet. We're excited to show something sometime soon. But we're not ready yet. And it will definitely change as we show it. We'll show different things that will continue to improve.
"
 
Man, DK2 support in Unity is great. I was able to just drop the packages into some old existing projects, and aside from some minor issues relating to refactoring a bit of code to find the cameras (and also the old menus not working in the slightest) and some other minor issues, I came away very impressed with what's there.

I apologise for the audio in both of these videos:

https://www.youtube.com/watch?v=eHtUPQF9S5I
https://www.youtube.com/watch?v=SSEGf8JDZ3A

While neither of these videos are very remarkable for showcasing the rift as a consumer thing, I'm now much more optimistic about how people with much more talent than me can create some amazing experiences.
 
Are you saying you've tried other FPS-style games for the same length of time and not got motion sickness?


Yes. Also I wouldn't say Skyrim works very well at all. Alien: Isolation, Elite: Dangerous, Toybox Turbos, Assetto Corsa, iRacing, Live For Speed, GRID: Autosport. Not exactly fully-fleged games but complete experiences worth trying - SightLine: The Chair and Titans of Space.

I can play Alien for a good length of time with no ill effect. HL2 just really didn't sit well with me. Im not prone to motion sickness either.

Cheers for the list, I have Assetto Corsa but to get VR to work I have to operate the menu via the oculus which is solid. Any advice on that ? Think I'm gonna grab Toy Box turbos, looks fun.

Got sightline, it's my goto for demonstrating to newcomers. Never failed to boy minds.
 
I can play Alien for a good length of time with no ill effect. HL2 just really didn't sit well with me. Im not prone to motion sickness either.
In that case it might be related to Alien having a more realistic (slower) movement speed and animation. Also the more enclosed, darker environments might help. Are you playing with k&m or gamepad? Quick flicks with mouse look can be a better way to look around than a right stick (too smooth).

Cheers for the list, I have Assetto Corsa but to get VR to work I have to operate the menu via the oculus which is solid. Any advice on that ? Think I'm gonna grab Toy Box turbos, looks fun.
Open the launcher.ini (Documents\Assetto Corsa\cfg) and change FULLSCREEN=1 to FULLSCREEN=0. You need the Rift in Extend and the main display. When you launch AC, the menus should appear on your monitor. Select Rift mode in the menu, pick 1080@74Hz - this may need a restart of the game to appear. When you hit Drive it should launch the sim on the headset. Ctrl+Space resets the centre position.

Toybox is ace, great fun online too.
 
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

Interesting. I'm still not too hopeful. I've let my VR hype die down a little just to temper my expectations of a release. And CES didn't really bring anything new to the table sadly.
 
Open the launcher.ini (Documents\Assetto Corsa\cfg) and change FULLSCREEN=1 to FULLSCREEN=0. You need the Rift in Extend and the main display. When you launch AC, the menus should appear on your monitor. Select Rift mode in the menu, pick 1080@74Hz - this may need a restart of the game to appear. When you hit Drive it should launch the sim on the headset. Ctrl+Space resets the centre position.

Also don't forget to set the post processing effects to "none" or it won't launch.
 
Toybox is ace, great fun online too.

A buddy and I did local online play the other day in vr - that is to say, two pcs and two vr headsets in the same room, playing against each other online - and the experience was surreal and awesome. Multiplayer vr experiences, especially locally, are terrific.
 
Has there been a decent way to extend the HDMI cable found? I had some lying around when I received it back on launch but I actually have not had any luck with them. Wondering if a better cable would work or ... ?
 
Has there been a decent way to extend the HDMI cable found? I had some lying around when I received it back on launch but I actually have not had any luck with them. Wondering if a better cable would work or ... ?

I use a 25' HDMI extension cable I bought from frys.

Maybe try replacing the cord in the DK2 instead of extending it, if you had previously been trying to add one on the end?
 
Hello all!

I just got the DK2. Loving it so far, and showing people VR for the first time has made it 100% worth it so far.

I am looking for fun demos or experiences to show people that maybe aren't in to games.

I've had good luck with:

Don't Let Go
UE4RollerCoaster
Welcome to Rift

Anything else that really shows it off and it is a fun experience? Thanks!
 
Yeah, it was extension. You can't replace it can you? Thought it had that weird double connector. Haven't looked in a while, it's all behind my PC.

Oh yeah, I was thinking about the rift end of the cable, not that multi-connection box. Hmm.

SightLine: The Chair is a great intro to VR, now that I can get a decent framerate.

"Don't let go" is pretty good too - I just had to run it with the dx11 command line. The low-fidelity spider is still convincing enough at a subconscious level to make people have a reaction.
 
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