Oculus Rift DK2 Thread

580 GTX, getting full framerate in the demos that work so far with DK2 direct mode (since can't get anything in Extend mode to work).

Tried Totoro demo, World demo that comes with SDK, Kokori Forest, Crystal Rift, Blast Buster demos.

I don't think it's the motion stuff, I never get motion sickness normally, I think it's just having eyes so close to a screen like how they tell kids to sit 10 feet from a tv. After like 2-3 hours of eyes touching the screen my eyes hurt like all hell and nausea was really bad. Eye pain went away but still pretty nauseous.

Yeah.. A 580 is gonna have trouble especially with the Totoro demo. Totoro demo is actually very demanding.
 
So, from what I can understand, some people are saying DK1 is better than DK2?

I wanna buy one of these things from somewhere (because Oculus won't send to "freight-forwarding" companies) and I really wanna know which one is better. I know DK1 has a worse resolution and no positional tracking, but if it offers a better "immersive experience" then I'm willing to cope with that.

No way anyone can say that. Aside from the fov thing, dk2 >>>>> dk1.
 
Also when you close one eye is the open one supposed to be seeing a sharp detailed screen on both sides? Because when only my left eye was open everything was sharp, but when only my right eye was open everything was out of focus. Used the screw on the side and the eye relief option in the config to try to get the right eye seeing sharp on its own but while it got better as it got closer to the eye, it still never got totally sharp like left eye.

Fwiw the nausea didn't kick in until about 90 mins - 2 hours with the thing. Got pretty bad in the end when I kept pushing it though while feeling sick.

Yeah.. A 580 is gonna have trouble especially with the Totoro demo. Totoro demo is actually very demanding.

Only time there's slowdown in Totoro is when the rain pours hard and the catbus arrives.
 
Also when you close one eye is the open one supposed to be seeing a sharp detailed screen on both sides? Because when only my left eye was open everything was sharp, but when only my right eye was open everything was out of focus. Used the screw on the side and the eye relief option in the config to try to get the right eye seeing sharp on its own but while it got better as it got closer to the eye, it still never got totally sharp like left eye.

Fwiw the nausea didn't kick in until about 90 mins - 2 hours with the thing. Got pretty bad in the end when I kept pushing it though while feeling sick.



Only time there's slowdown in Totoro is when the rain pours hard and the catbus arrives.

Well... that's a significant improvement over DK1. I felt like someone hammered my brain after 10 minutes in my first session.

You'll get your VR legs soon enough :P (or not because there's not enough compelling content out there with the exception of Elite Dangerous).

Also... your left and right eye doesn't exhibit this sort of issue in real life does it? i.e. you have a much different perscription in one eye compared to the other.

If you wear glasses, keep them on and see how it goes.

If not, then it sounds like an IPD issue. You can measure your IPD roughly with a ruler in front of a mirror and using left and right eye to correct for parallax. Or you can find the guide to adjusting IPD in DK2.
 
I would be careful saying this, because incorrect IPD configuration, incorrect drivers, not updating the firmware, bad camera positioning, low framerate, bad timewarp implementation, the wrong SDK version, etc. may all be able to affect this.

If you have a perfectly configured DK2 with excellently linked up software then it may be true yes. :P

*edit* Bebpo did you ever try a DK1, and do you have any idea what your IPD is? That almost sounds like the IPD is off for one thing. You also mentioned a lot of problems even getting it running (and the Tuscany demo people talk about is the one included with the new SDK I believe) so there could be a setup problem.

Yea I guess I probably should have been so definitive in that statement. But what I meant is that *most* of the sickness at this point stems from poor coding and imlpementation vs. the raw performance of the headset itself.

No matter how well DK1 was configured, no matter how carefully the software was crafted for it's shortcomings, there was a good chance you were getting sick your first extended time inside it. With the DK2, if implementation is sound, the experience should be relatively sickness free.

It's surprising to hear because even the most motion sickness apt types like Brendan Iribe was talking up DK2+ tech as been almost free of nausea.

So I suspect the demos he's tried haven't been properly configured (by really what's there to configure? You drop the DK2 module into the software and let it do its thing), or there may be sub optimalities in his setup... not enough rendering power, or incorrect IPD setup for example.

I feel like Iribe said he still is iffy when using the DK2. It's only Valve's and Oculus's internal prototypes that give him absolutely no sickness iirc.
 
Also when you close one eye is the open one supposed to be seeing a sharp detailed screen on both sides? Because when only my left eye was open everything was sharp, but when only my right eye was open everything was out of focus. Used the screw on the side and the eye relief option in the config to try to get the right eye seeing sharp on its own but while it got better as it got closer to the eye, it still never got totally sharp like left eye.

Fwiw the nausea didn't kick in until about 90 mins - 2 hours with the thing. Got pretty bad in the end when I kept pushing it though while feeling sick.



Only time there's slowdown in Totoro is when the rain pours hard and the catbus arrives.

Yea just take it a little easy next time. And never try to push through the sickness. It only gets worse lol (I know from experience). If you go easy and do a couple 30min or so sessions each day, within a few days you should be fully adjusted.

Also just a reminder to make sure you're IPD setting is correct, too. Your eyes shouldn't be focusing on the screen 2 inches in front of your face. They should be comfortably looking off towards the horizon or focused on objects within the scene naturally.

EDIT: Upon reading your post closer, what is your IPD? Sounds like it might be on the narrow/wide side if only one lense can stay in focus at a time. A major drawback of the headset at this point is that while software rendering can be adjusted for IPD, the lenses on the Rift can't and I believe are hard set to 64mm. If you are drastically different from that, you'll have some focus issues. But could also be as simple as a problem with one of the lenses. Maybe swap them and see if the right side is still blurry. If you physically move the Rift around until it's clear in one eye, is it always blurry then in the other?
 
Imma hunt down Bruce in the beta. He's a horrible pilot..

LOL. Thanks for posting that How-To for Elite by the way, I just don't own it yet.

Really want to upgrade my gfx card before I get it, right now I know I'll just be annoyed that I can't run it optimally.
 
Does SDK2 come with a tool to measure your IPD?

And once you know it, how do you configure the rift to use it? Is it dependent on the program/demo you are using to allow adjustment of this, or in there a universal rift configuration file you input your IPD into that makes any program you use adjust the IPD automatically?
 
Does SDK2 come with a tool to measure your IPD?

And once you know it, how do you configure the rift to use it? Is it dependent on the program/demo you are using to allow adjustment of this, or in there a universal rift configure you input your IPD into?

The IPD you set are global. There is a config tool from Oculus that you can use. Then all the programs grab from that global IPD.
 
I got an e-mail saying my package is arriving tomorrow. I got excited, then realized the e-mail came after midnight, and meant tomorrow as in Wednesday.

Soon.
 
Does SDK2 come with a tool to measure your IPD?

And once you know it, how do you configure the rift to use it? Is it dependent on the program/demo you are using to allow adjustment of this, or in there a universal rift configuration file you input your IPD into that makes any program you use adjust the IPD automatically?

There is a configuration tool you can access through Oculus Runtime, the downloadable Rift launcher app. When you set the IPD in that it automatically applies it to any software you run while using that profile.
 
Yea just take it a little easy next time. And never try to push through the sickness. It only gets worse lol (I know from experience). If you go easy and do a couple 30min or so sessions each day, within a few days you should be fully adjusted.

Also just a reminder to make sure you're IPD setting is correct, too. Your eyes shouldn't be focusing on the screen 2 inches in front of your face. They should be comfortably looking off towards the horizon or focused on objects within the scene naturally.

EDIT: Upon reading your post closer, what is your IPD? Sounds like it might be on the narrow/wide side if only one lense can stay in focus at a time. A major drawback of the headset at this point is that while software rendering can be adjusted for IPD, the lenses on the Rift can't and I believe are hard set to 64mm. If you are drastically different from that, you'll have some focus issues. But could also be as simple as a problem with one of the lenses. Maybe swap them and see if the right side is still blurry. If you physically move the Rift around until it's clear in one eye, is it always blurry then in the other?

Ok, I'll have to mess with the IPD, haven't checked at all. Don't even know what IPD stands for. Just using default everything and IRL I don't have that affect. Both eyes see sharpness/focus at about the same distance.

To answer your question...if I take the unit and pull it out a bit on the right side it'll come completely into focus on the right lense with my right eye. At default sitting on my face only the left eye is in focus, the right is off; which could be causing my nausea.
 
How do you measure your IPD?

It runs a test. You can also consult an eye doctor for exact IPD measurements, or just measure it yourself in the mirror.

Hold a ruler up to your eyes. Close one and put a whole number measurement right to the middle of that pupil. Then without moving the ruler, close that eye and open the other. Note the measurement in the middle of that pupil, and compare to the original whole number your other eye was on. It might not be exact due to slight variations in physically holding the ruler in front of your face, but you can keep switching eyes repeatedly to take multiple quick measurements to hone it down.
 
Ok, I'll have to mess with the IPD, haven't checked at all. Don't even know what IPD stands for. Just using default everything and IRL I don't have that affect. Both eyes see sharpness/focus at about the same distance.

To answer your question...if I take the unit and pull it out a bit on the right side it'll come completely into focus on the right lense with my right eye. At default sitting on my face only the left eye is in focus, the right is off; which could be causing my nausea.

Yeah.. Default everything will not work for the Rift. IPD is so important. It has to be tailored for each individual person.

That also was probably causing your nausea.
 
Ok, I'll have to mess with the IPD, haven't checked at all. Don't even know what IPD stands for. Just using default everything and IRL I don't have that affect. Both eyes see sharpness/focus at about the same distance.

To answer your question...if I take the unit and pull it out a bit on the right side it'll come completely into focus on the right lense with my right eye. At default sitting on my face only the left eye is in focus, the right is off; which could be causing my nausea.

IPD is interpupillary distance, the amount of space between your pupils. The software needs to know the distance value so it can render the two in-game cameras at that distance, to replicate the 3D depth that your eyes perceive in the real world. But you can't adjust the physical lenses on the rift to be closer together or spread apart, so there is a hard threshold for people with extremely wide or narrow IPDs where they will always have focus issues. Try running the IPD test in the configuration tool and see if it helps.

Oh and also, as far as I know, using the dials to move the lenses out and in isn't really for adjusting focus. The lense and the screen are still the same distance from eachother. They are really just for creating or eliminating space for your eyes (like if you wear glasses or have long eyelashes, etc.)
 
Finally! Shipping confirmation!

It apparently shipped the 25th, but they waited until now to tell me.

My order was march 19th at 9:44 am. I live in Kansas.

Tracking says order should arrive tomorrow!


Oh, the feels.

Same!

Shipped from the UK, headed to UAE
 
I really hate that Oculus decided to open their DK2 orders right after I went to bed that day.

I woke up in the morning and realized I was already a good 8+ hours behind the start time. D:

That's like a month of delay!
 
IPD is interpupillary distance, the amount of space between your pupils. The software needs to know the distance value so it can render the two in-game cameras at that distance, to replicate the 3D depth that your eyes perceive in the real world. But you can't adjust the physical lenses on the rift to be closer together or spread apart, so there is a hard threshold for people with extremely wide or narrow IPDs where they will always have focus issues. Try running the IPD test in the configuration tool and see if it helps.

Oh and also, as far as I know, using the dials to move the lenses out and in isn't really for adjusting focus. The lense and the screen are still the same distance from eachother. They are really just for creating or eliminating space for your eyes (like if you wear glasses or have long eyelashes, etc.)

Ok, I did the test with the rift (not sure if I did it right, if I stare at a green line it goes to the edge of the screen but if I'm looking straight it's more inwards)

And got 60mm IPD & eye relief 3mm. I'm a small guy (5'3.75") so I probably have a smaller face and eyes closer together than the average 5'7" guy.
 
It's pretty interesting how high people's expectations of new VR hardware is. Plenty of people thought DK2 was enough to be a consumer product but judging from all of this it might not be ready, since increasing the quality of the experience makes the remaining shortcomings really prominent.
 
Hmm, yeah maybe it's a little sharper on 60mm IPD but it's still blurry on the right eye and my right eye starts hurting pretty quick staring at a blurry lens. I notice that if I pick up the Rift and hold it a little higher on my face (it falls down on my nose because the weight of it) it suddenly comes into crystal clarity. So maybe I just need to tighten the straps hard so it sits still higher up on my face.

But yeahhhhh, looking around is ok but once I start moving with a controller or keyboard started getting motion sickness again. Ughhhh, gonna take a while to get used to this.

It's pretty interesting how high people's expectations of new VR hardware is. Plenty of people thought DK2 was enough to be a consumer product but judging from all of this it might not be ready, since increasing the quality of the experience makes the remaining shortcomings really prominent.

Just as a videophile, the image quality in this is pretty freaking bad. It feels like the Atari/Colecovision days of VR. I went into DK2 expecting it to blow me away, but instead my first thought was "this is cool tech, but it's 5 years away from being something I'd actually play a major game release from start to finish on vs playing on a 1080p tv". Maybe they'll do it in 3 years with a CV1 or CV2, but it seems like it's gonna need a lot of time and revisions for VR gaming to take off.

Also on top of that, they really need a move controller/wiimote/poewr glove type thing to go with it because it feels like a half-step when you see a plant or cards at a table right in front of you but you can't reach out and have a virtual hand avatar to touch it.
 
Hmm, yeah maybe it's a little sharper on 60mm IPD but it's still blurry on the right eye and my right eye starts hurting pretty quick staring at a blurry lens. I notice that if I pick up the Rift and hold it a little higher on my face (it falls down on my nose because the weight of it) it suddenly comes into crystal clarity. So maybe I just need to tighten the straps hard so it sits still higher up on my face.

But yeahhhhh, looking around is ok but once I start moving with a controller or keyboard started getting motion sickness again. Ughhhh, gonna take a while to get used to this.



Just as a videophile, the image quality in this is pretty freaking bad. It feels like the Atari/Colecovision days of VR. I went into DK2 expecting it to blow me away, but instead my first thought was "this is cool tech, but it's 5 years away from being something I'd actually play a major game release from start to finish on vs playing on a 1080p tv". Maybe they'll do it in 3 years with a CV1 or CV2, but it seems like it's gonna need a lot of time and revisions for VR gaming to take off.

Also on top of that, they really need a move controller/wiimote/poewr glove type thing to go with it because it feels like a half-step when you see a plant or cards at a table right in front of you but you can't reach out and have a virtual hand avatar to touch it.

I'm thinking it might be good for you to try out the cockpit demos first.

As for it being 5 years away, I gotta disagree. People were already playing Elite Dangerous with the DK1 and I can imagine it increasing with the DK2.
 
Hmm, yeah maybe it's a little sharper on 60mm IPD but it's still blurry on the right eye and my right eye starts hurting pretty quick staring at a blurry lens. I notice that if I pick up the Rift and hold it a little higher on my face (it falls down on my nose because the weight of it) it suddenly comes into crystal clarity. So maybe I just need to tighten the straps hard so it sits still higher up on my face.

But yeahhhhh, looking around is ok but once I start moving with a controller or keyboard started getting motion sickness again. Ughhhh, gonna take a while to get used to this.



Just as a videophile, the image quality in this is pretty freaking bad. It feels like the Atari/Colecovision days of VR. I went into DK2 expecting it to blow me away, but instead my first thought was "this is cool tech, but it's 5 years away from being something I'd actually play a major game release from start to finish on vs playing on a 1080p tv". Maybe they'll do it in 3 years with a CV1 or CV2, but it seems like it's gonna need a lot of time and revisions for VR gaming to take off.

Also on top of that, they really need a move controller/wiimote/poewr glove type thing to go with it because it feels like a half-step when you see a plant or cards at a table right in front of you but you can't reach out and have a virtual hand avatar to touch it.

I have yet to receive my dk2 but just from the dk1 I think it's still a compelling experience. Just today I loaded up a few demos after a few weeks of taking a break and it gave me such a feeling of euphoria and a body high to boot. Certainly not something I would feel playing games on a regular flat panel.

Did you really expect the kind of fidelity you're used to from non hmd viewing distances/panels? Yeah this is gonna take a good several years to get to that point. I know exactly how you feel in regards to the desire to "feel" what's in front of you. I envy future generations that start with state of if the art motion/haptic tech that realistically simulates all manner of textures and force feedback.

We have a ways to go but what we have so far is more interesting than the majority of the past decade in terms of innovation.
 
As for it being 5 years away, I gotta disagree. People were already playing Elite Dangerous with the DK1 and I can imagine it increasing with the DK2.

There will always be some people playing things on it, but I'm talking about mainstream polished quality.


DK2 has still way too low resolution pixely everything, screen door issues, terrible black trailing, black box border FoVs and judder. Not only do they need the tech to fix all that, but they need at least 2x-4x the current 1080p resolution and consoles/affordable videocards that can run those resolutions (x2) with games that look like Rage/Far Cry/CoD at 75fps.

I think 5 years is generous tbh. But it's definitely going to get better and become something cool down the line. I'm sure I'll find it pretty neat for now once more DK2 content starts rolling out.
 
There will always be some people playing things on it, but I'm talking about mainstream polished quality.


DK2 has still way too low resolution pixely everything, screen door issues, terrible black trailing, black box border FoVs and judder. Not only do they need the tech to fix all that, but they need at least 2x-4x the current 1080p resolution and consoles/affordable videocards that can run those resolutions (x2) with games that look like Rage/Far Cry/CoD at 75fps.

I think 5 years is generous tbh. But it's definitely going to get better and become something cool down the line. I'm sure I'll find it pretty neat for now once more DK2 content starts rolling out.

Not going to argue that VR has better IQ than monitor tech (but the black blacks of the OLED should be a nice bonus) - but on the balance, larger FOV and head tracking provides significant gameplay advantages in a real game environment like E:D.

I mean... the game is literally built around the idea of providing an advantage to players with greater environmental awareness and tracking capability. (I had a discussion on the forums lamenting the poor combat HUD, only to have the lead designer step in and tell me that, those aforementioned factors was part of their design goal).

And VR definetly improves tracking and environmental awareness compared to any monitor setup.
 
Scheduled Delivery:
Wednesday, 07/30/2014, By End of Day

Oh my.. but you're killing my hype so much anyway...

There will always be some people playing things on it, but I'm talking about mainstream polished quality.


DK2 has still way too low resolution pixely everything, screen door issues, terrible black trailing, black box border FoVs and judder. Not only do they need the tech to fix all that, but they need at least 2x-4x the current 1080p resolution and consoles/affordable videocards that can run those resolutions (x2) with games that look like Rage/Far Cry/CoD at 75fps.

I think 5 years is generous tbh. But it's definitely going to get better and become something cool down the line. I'm sure I'll find it pretty neat for now once more DK2 content starts rolling out.

General reactions:
DK1 >"OMG OMG it's revolutionary, real life, matrix!"
DK2 with everything better than the first one > "Well you'll have to do better guys it's pretty crappy."

Do we have videos of person trying the oculus for the first time and going all crazy like before ? I would be curious to see if they really broke some immersion.
 
General reactions:
DK1 >"OMG OMG it's revolutionary, real life, matrix!"
DK2 with everything better than the first one > "Well you'll have to do better guys it's pretty crappy."
I think you are just seeing some people who expected a consumer product.

Personally, I'm - if anything - more hyped after these DK2 impressions: https://www.youtube.com/watch?v=KxyfWtFoHkE
Particularly the raving about contrast/blacks. It will be fantastic to finally play PC games on an OLED display.
 
I think you are just seeing some people who expected a consumer product.

Personally, I'm - if anything - more hyped after these DK2 impressions: https://www.youtube.com/watch?v=KxyfWtFoHkE
Particularly the raving about contrast/blacks. It will be fantastic to finally play PC games on an OLED display.

I do'nt know, from thoses impressions it's hard to see if they are nitpicking cause they are used to it, or if thee is really something broken with the immersion. That's why i'd like to see person trying it for the first time. If it's harder to create disoriented reactions for exemple it could be an indication.

Anywya i'll be trying this tomorow.. or maybe not cause i currently have a radeon HD 6670 :p Hm yeah i know.. I wasn't expecting the Oculus so soon so i wasn't rushing.
Now i'm worried about something, (sorry of topic) but my new graphic card could well multiply its power consumption by 3.... I don't like that.. I know nothing about changing the power block in my pc or anything.. And too much things plugged in my bedroom already..
 
I think you are just seeing some people who expected a consumer product.

Personally, I'm - if anything - more hyped after these DK2 impressions: https://www.youtube.com/watch?v=KxyfWtFoHkE
Particularly the raving about contrast/blacks. It will be fantastic to finally play PC games on an OLED display.

People build things up so much in their mind. Guaranteed, you show it to anyone who knows nothing about modern VR or the Oculus Rift they go WOAH! HOLY SHIT!

But when you sit on forums F5'ing for months hearing great impressions for something that IS genuinely fresh, and impressive, the expectations build and build into something unrealistic. And like I said earlier, they want the first moment they put the Rift on to be this EUREKA! moment. It goes that way for people in videos and conventions because they have people effectively demoing content to them, controlling it and making it easy as possible for them. All they have to do is put the goggles on and enjoy.

Some people get their devkits and it doesn't work perfectly right out of the box, there's barely any content available, they play 2 bug ridden basic tech demos without setting their IPD or making sure to force vsync on their low midrange PC that can't pull a steady 75Hz in Tuscany and already the tech just isn't good enough for them lol. Not realizing that a VR solution this effective cost thousands and thousands of dollars in 2012. Forgetting that 2 years ago all of this was just a kid working out of a garage.
 
Some people get their devkits and it doesn't work perfectly right out of the box, there's barely any content available, they play 2 bug ridden basic tech demos without setting their IPD or making sure to force vsync on their low midrange PC that can't pull a steady 75Hz in Tuscany and already the tech just isn't good enough for them lol. Not realizing that a VR solution this effective cost thousands and thousands of dollars in 2012. Forgetting that 2 years ago all of this was just a kid working out of a garage.

Its because people were expecting a CV, not a DK in a lot of cases. I know some people that were hyped and listed all the games they will be able to play with the DK2, forgetting that its primarily still just a Kit for developers...
 
Not only do they need the tech to fix all that, but they need at least 2x-4x the current 1080p resolution and consoles/affordable videocards that can run those resolutions (x2) with games that look like Rage/Far Cry/CoD at 75fps.
Shame we live in an age where graphic fidelity trumps innovation and an incredible new way to experience gaming(and other experiences). But you're right. It isn't going to be mainstream right away because of this. Thankfully there are enough of us that don't feel this way that will support the tech so you and others can enjoy it later on.
 
OMG! One of favorite DK1 demos (and long thought dead) just got a major DK2 update! Now the wait for my DK2 to arrive on Thursday is starting to feel so far away. ;-(

Here's the email I just received:

Proton Pulse Lives Again

Its been a year since I’ve first launched into the VR world. The discoveries and innovation in this field has never stopped inspiring me to create great things for the platform. You believed in my first step and backed Proton Pulse. This was a simple title delivered as a love letter to the early 1990s when Virtual Reality was first brought to my attention. It was back in the days of amiga computers, chiptune music, and the birth of the internet. Proton Pulse was always intended to be strait forward and simple. However, simplicity tends to be deceiving.

Due to a number of unforeseen circumstances, I was left with no choice but to hold production on Proton Pulse. I was unable to get into the details nor could I ask anyone to wait things out. That would have been unfair for everyone. I refunded the backers of the title and proceeded to go offline. This was not by choice, but by necessity. Despite the troubling events, there was hope.

For the following months I toiled away at Proton Pulse pushing it further than ever intended. I worked with music legends Jake Kaufman [Virt] and Dan Behrens [Danimal Cannon] to fill in the remaining tracks for the game. I never stopped production because I believed that some day I wold be able to release it again. I love working in VR and producing more content for Proton Pulse was a way for me to keep spirits up.

Over time I was able to find a solution. The solution was very risky, but life needs color to be interesting. I left my job and started an independent game studio by the name of ZeroTransform. I made the rounds in the industry and gained support from both Oculus and Sony for future development. These teams have been amazing in giving me the tools I need to move forward in the VR world. Which brings me to today.

I started a new kickstarter nearly a week ago for a game called Vanguard Valkyrie [ http://youtu.be/CTjACJdunjc ]. This title is much larger in scale and has a team of eight people. I released a demo and had a plan to move forward. My plan came to a halt when the kickstarter was taken down temporarily for trademark violations for using the word “Valkyrie”. While different, this felt very similar from the events nearly a year ago. Not this time.

I spent the entire day fixing every issue to ensure the return of the kickstarter. I will not have my passion for VR taken from me. Not again. Every issue is now resolved and awaits the support staff’s approval at kickstarter to come back online. That wasn’t enough for me though.

I’m writing you today because I have succeeded in reviving the Proton Pulse IP. While VR hasn’t officially launched to the world yet, that doesn’t keep me from breaking the news and releasing a new demo. This message has to be sent 519 times to each and every backer since you don’t get to mass message backers once those individuals have been refunded. Hopefully this message made its way to you.

So without further ranting on my part, here is a link to an updated Proton Pulse demo
http://www.vanguardv.com/Proton/

Thank you for your support and your incredible patience

Justin Moravetz
Lead Developer / Founder
ZeroTransform LLC
 
OMG! One of top favorite DK1 games (and long thought dead) just got a major DK2 update! Now the wait for my DK2 to arrive on Thursday is starting to feel so far away. ;-(

Here's the email I just received:

Yep, the new version is great. And finally a demo that can show the new people how good VR can have a great impact on some actual GAMEPLAY. You can put any old lady in that and within 20 seconds they get it. It also entrances them similarly to casino lights, with all the exploding vibrant colors.
 
OMG! One of favorite DK1 demos (and long thought dead) just got a major DK2 update! Now the wait for my DK2 to arrive on Thursday is starting to feel so far away. ;-(

Here's the email I just received:

This Vanguard V looks great I have to say. It really seems to be a mixture of a japanese and western game.
 
There will always be some people playing things on it, but I'm talking about mainstream polished quality.


DK2 has still way too low resolution pixely everything, screen door issues, terrible black trailing, black box border FoVs and judder. Not only do they need the tech to fix all that, but they need at least 2x-4x the current 1080p resolution and consoles/affordable videocards that can run those resolutions (x2) with games that look like Rage/Far Cry/CoD at 75fps.

I think 5 years is generous tbh. But it's definitely going to get better and become something cool down the line. I'm sure I'll find it pretty neat for now once more DK2 content starts rolling out.

I strongly disagree that the Rift needs titles that resemble those you mention to be successful. That opinion seems to have been born of your preconceptions about what concepts work in VR. Also, fidelity in the form of resolution is not as important as you hold it to be. Look at the history of video games for some obvious examples.
 
I strongly disagree that the Rift needs titles that resemble those you mention to be successful.
He's just saying that you need hardware that can run games that look like that(in terms of their graphics) at 75fps with 2-4x the res of the DK2. Not that VR needs to have those sorts of games.
 
Thanks for the offer...but an hours drive to try it out sems a bit...excessive.
And UPS already adjusted the delivery date to monday....maybe we get lucky...
Scheduled Delivery Updated To: Monday, 08/04/2014, By End of Day

Mine too :/
 
It's pretty interesting how high people's expectations of new VR hardware is. Plenty of people thought DK2 was enough to be a consumer product but judging from all of this it might not be ready, since increasing the quality of the experience makes the remaining shortcomings really prominent.

Ok? Plenty of people? Really? There's some misguided paranoia around right now, but I think we all have discussed this back and forth and everyone have seemed to be more than sober to me.

Oculus VR has repeatedly repeated and warned about this by far isn't a consumer device. It's appalling to hear that some people despite all this are stupid enough to believe it is.

I've seen a couple ridiculous things being said on the internets (the FOV charade is borderline embarrasing, I almost feel sorry for OVR having to fend off overly entitled people). But that's for the most part coming from ignorants who are aggregating negatives which in the big picture are not.

I strongly disagree that the Rift needs titles that resemble those you mention to be successful. That opinion seems to have been born of your preconceptions about what concepts work in VR. Also, fidelity in the form of resolution is not as important as you hold it to be. Look at the history of video games for some obvious examples.

I kind of agree, but not when it comes to resolution. You probably know this but remember that a bare minimum to reach HDTV-like perceived resolution is with today's technology around 12-16K (because the image is spread around a high FOV around the eyes).. Not even 4K will be enough to get a crystal clear all-instrument readable cockpit in a flight simulator. With that said, I have my DK2 coming to me on friday, and I'll have some good times with it I'm sure. But 1080p for a consumer device would be a disaster. Which means it'll be interesting to see what decisions Sony is going to do.. Whatever they do, there'll be some compromises (interpolation hardware is already built into Morpheus, no..?) compared to a more dynamic platform.
 
Ok? Plenty of people? Really? That's the first time I've heard that theory. Maybe these people are around somewhere, but I have never seen them at gaf. I think we all have discussed this back and everyone have seemed to be more than sober to me.

Oculus VR has repeatedly repeated and warned about this by far isn't a consumer device. It's appalling to hear that some people despite all this are stupid enough to believe it is.

I've seen a couple ridiculous things being said on the internets (the FOV charade is borderline embarrasing, I almost feel sorry for OVR having to fend off overly entitled people). But that's for the most part coming from ignorants who are aggregating negatives which in the big picture are not.
The FoV thing is a legit criticism, I think. Some people are very harsh about it rather than constructive, but to call it a 'charade' ignores an important part of the immersion-enhancing aspect of VR.

As for people thinking this would be good enough for a consumer product, this is mostly an older sentiment, but one that was entirely real and very widespread. 1080p/60fps was pretty much all that was initially expected of CV1 initially. And most people were ok with that and still excited about it. There was a very long period where we didn't know if a DK2 was coming at all, and we only found out that CV1 would have higher specs a bit earlier this year. So yes, for quite a while, the DK2(in terms of specs) was definitely considered to be good enough for a consumer product.
 
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