Oculus Rift DK2 Thread

First day impressions.
PROS:
+ Much clearer and crisper image (thanks to Oled + res bump).
+ Low-persistence is really pleasant, clear image at all times.
+ More comfortable cable setup.
+ Engineering feels more professional.
+ Positional tracking is very precise
+ Harder to get sick

CONS:
- True blacks ghost (basically every darker shadow)
- Positional tracking volume is too small and can be be jarring, especially with pivot tilt (looking down/up)
- Sickness still quite possible (turning in FPS etc, genre doomed in VR?)
- Design is still basically ski-goggles (mostly referring to straps and warm interiors)

Other:
~ Oculus Runtime 0.4 doesn't support beta DK2 drivers/sdk present in UE 4.3 (Oculus dev pardoning the inconvenience on Epic forums) tho there's a workaround to have DK2 fully work.

Overall:
Really fun to use. I lose myself a bit every single time. An half-of-hour of fun is easily forgotten tho if you experience 10sec of sickness, I'm fearing FPS genre is a no go.
 
I have terrible vision. Like, -6 both eyes, astigmatism in one. Wonder if there will be lenses strong enough to offer correction for people with shit eyes like me.
 
I have terrible vision. Like, -6 both eyes, astigmatism in one. Wonder if there will be lenses strong enough to offer correction for people with shit eyes like me.

This is what I want to know. The B cups aren't enough for me. I'm -7 and -7.5. What were the C cups like and why did they remove them? The B cups feel sort of close but still just blurry enough that I can't use them.
 
I have terrible vision. Like, -6 both eyes, astigmatism in one. Wonder if there will be lenses strong enough to offer correction for people with shit eyes like me.

I'm in the same boat and I wouldn't even bother using it without glasses/contacts. I just put my contacts on when I'm going to use the rift.

Maybe I'll try using the B-cups without contacts.
 
What's the difference between A and B lenses?

A lenses should be used if you have normal vision or are far-sighted.

If you are near-sighted then you should use the B lenses.

Had anyone pulled the trigger on one of these from eBay? How much were you able to get it for?

Don't do it. You are going to be paying nearly double. Looks like DK2's are going for $700-800 on Ebay.

Seriously, just order one straight from Oculus and be patient.
 
My eyes are both -0.5 (I'm far-sighted), what cups do you think I should use (if any)?

Probably A. I haven't even tried B cups yet. Who has time when I'm scuba diving with whales, flying around in space, and getting sick on a roller coaster?

That, and even my AC can't keep the room cool enough, we're going through a pretty hot streak here so the only thing on in my upstairs TV room is my router =(

I'll give the B cups a shot and see. I'm actually near sighted but for some reason the A cups look just fine. Maybe B will look better for me, not sure.
 
I pretty much have enabling/disabling the service down to muscle memory now, and I'm better at navigating Windows without looking at it than I was a couple weeks ago.
 
Injection drivers just drive the point home that a game needs to either be made for vr, or massively reworked. It's neat for a few games, but by large it's not worth playing with.
 
I don't have a fix computer, only a surface pro. Would I be able to use the OR and do a few cool things/games with such a config ? The idea of a computer is the only thing stopping me from trying to get one.
 
New VorpX version is going to allow full DK2 support and Positional Tracking for games soon, starting with Skyrim. If this works as well as I hope, I might disappear from real life for a while. lol

http://www.roadtovr.com/vorpx-update-oculus-rift-dk2-positional-trackin-support-skyrim-video/

Anyone already have experience with VorpX using the DK1? They're supposed to have a lot of improvements in the latest version.
I haven't had a chance to test Rift yet, but doesn't the FOV look very narrow in their Skyrim demo? Or maybe this is normal? Of course there's only so much that can be done with optics and a tiny smart phone display, but I sincerely hope that in the consumer version it doesn't feel like I'm viewing the world through a pair of swimming goggles.
 
I pretty much have enabling/disabling the service down to muscle memory now, and I'm better at navigating Windows without looking at it than I was a couple weeks ago.
Tain! My arcadey man!

Tell me you've tried Suwapyon 2 on the DK2. If not, do so now! That goes for everyone else as well. Perhaps not what most people think when they hear "VR", but probably my favourite game on DK2 so far.
(It helps that it works perfectly with direct to HMD mode and maintains a utterly solid and completely judder-free 75 FPS even when heavily supersampling)

I 1cc'd normal on my first try, so it may be too easy for some :P
suwapyon2oculus_2014_28x5m.png
 
Tain! My arcadey man!

Tell me you've tried Suwapyon 2 on the DK2. If not, do so now! That goes for everyone else as well. Perhaps not what most people think when they hear "VR", but probably my favourite game on DK2 so far.
(It helps that it works perfectly with direct to HMD mode and maintains a utterly solid and completely judder-free 75 FPS even when heavily supersampling)

I 1cc'd normal on my first try, so it may be too easy for some :P

whaaaaaaat I didn't realize it was supported.

This is what I'll be doing when I get home.
 
[...]
- Positional tracking volume is too small and can be be jarring, especially with pivot tilt (looking down/up)
[...]

To everyone who has this problem: you need to mount the camera high up (on the wall) at a ~45 degree angle.

255bunset255dahace.jpg


It makes all the difference, obviously it only works in games where you can reset the camera (like Elite:Dangerous, Proton Pulse, ...).

Hope this helps.
 
Hey guys

I've been on the fence about getting a devkit for the last year orso, I was able to ignore all the hype when devkit2 got announced so I didn't cave back then either. Now however I'm the closest to buying one I've ever been.
There are still some things holding me back.

1) I'm fully aware that this is still a devkit, but would you recommend it to others? With devkit1 I noticed a lot of people loved it but wouldn't recommend it to others. I guess this was mainly due to the display?

2 I'm working of a laptop with a gtx675mx,while its not the worst in the world, I do have some serious concerns about perform.
Some people recommend trying the Tuscany demo, which runs at 60fps 1080 for me.
Running games like lunarlander or hl2 at 60fps won't be an issue either.


This and the elite dangerous thread make it so hard not to buy one right now!
 
To everyone who has this problem: you need to mount the camera high up (on the wall) at a ~45 degree angle.

255bunset255dahace.jpg


It makes all the difference, obviously it only works in games where you can reset the camera (like Elite:Dangerous, Proton Pulse, ...).

Hope this helps.
What's the likelihood that 2 cameras could eventually be used to allow for full 360 degree tracking? I'm turned off by the idea of being required to sit relatively still in a small cone, and it's still unclear whether the STEM will be viable for head tracking for the DK2.
 
Tain! My arcadey man!

Tell me you've tried Suwapyon 2 on the DK2. If not, do so now! That goes for everyone else as well. Perhaps not what most people think when they hear "VR", but probably my favourite game on DK2 so far.
(It helps that it works perfectly with direct to HMD mode and maintains a utterly solid and completely judder-free 75 FPS even when heavily supersampling)

I 1cc'd normal on my first try, so it may be too easy for some :P
suwapyon2oculus_2014_28x5m.png

I want to try that, how does that work with directo to hmd mode when there is no DirectToRift exe ? I'm trying in extended mode anyway
 
1) I'm fully aware that this is still a devkit, but would you recommend it to others?

Only if you're either a dev or an enthusiast who loves to tinker with stuff.
There isn't much that can be properly played yet and even if there was ther's still too many technical and ergonomic problems yet to make this an enjoyable experience for longer then half an hour.
 
Tain! My arcadey man!

Tell me you've tried Suwapyon 2 on the DK2. If not, do so now! That goes for everyone else as well. Perhaps not what most people think when they hear "VR", but probably my favourite game on DK2 so far.
(It helps that it works perfectly with direct to HMD mode and maintains a utterly solid and completely judder-free 75 FPS even when heavily supersampling)

I 1cc'd normal on my first try, so it may be too easy for some :P
http://abload.de/img/suwapyon2oculus_2014_28x5m.png[/IG[/QUOTE]

Wow! Thanks for the recommendation, looks great. Will play tonight.

What control method are you using? I have a 360 controller, fightstick but if it doesn't support controllers I don't know if I want to fiddle with bindings.
 
I want to try that, how does that work with directo to hmd mode when there is no DirectToRift exe ? I'm trying in extended mode anyway
There's a button in the configuration menu that say "direct". Click it, then click the bottom right one to launch the game. (You can also supersample by setting a resolution in the combobox)

Wow! Thanks for the recommendation, looks great. Will play tonight.

What control method are you using? I have a 360 controller, fightstick but if it doesn't support controllers I don't know if I want to fiddle with bindings.
I played using a DS3. It supports Xinput.
 
There's a button in the configuration menu that say "direct". Click it, then click the bottom right one to launch the game. (You can also supersample by setting a resolution in the combobox)

I played using a DS3. It supports Xinput.

Niice yeah i tried after my post actually! Thx for the link!

The game is genius, how is it possible that japanese made a game that great for vr so early lol...

Now i want a VR pocky and rocky so much.
It's just a little sad there is nothing in the background, cause that would make it terribly more impressive with some things on the side and 3d trees or something. There, only the enemy shots are in 3D basically (which is fucking great!).

top down view can be awesome for 3D. I'm not sure anyone tried my pics i poster earlier, but there are two, pokemon and zelda, which look super great like that. You want to be there. But of course for it to work you need many things to have depth.
 
Anyone here with a larger than average IPD? Just wondering how those people are doing with the DK2.
My head is approximately MODOK-sized and I have like...a 69 or 71 mm IPD depending on which devkit you ask and how well I may be doing the calibration. I get fairly bad chromatic abberration outside the center of the screen, but I'm still not sure if that is software-related.
 
Tain! My arcadey man!

Tell me you've tried Suwapyon 2 on the DK2. If not, do so now! That goes for everyone else as well. Perhaps not what most people think when they hear "VR", but probably my favourite game on DK2 so far.
(It helps that it works perfectly with direct to HMD mode and maintains a utterly solid and completely judder-free 75 FPS even when heavily supersampling)

I 1cc'd normal on my first try, so it may be too easy for some :P
http://abload.de/img/suwapyon2oculus_2014_28x5m.png[IMG][/QUOTE]

Nice, cute, refreshing, clever, arcadey.. Played it with the hat on my HOTAS, worked well :)
 
My head is approximately MODOK-sized and I have like...a 69 or 71 mm IPD depending on which devkit you ask and how well I may be doing the calibration. I get fairly bad chromatic abberration outside the center of the screen, but I'm still not sure if that is software-related.

I guess I'm really lucky with my IPD (65.3). A least that's what came from the measurement tool. It's been perfect so far in Elite. Haven't noticed any chromatic aberration as well.
 
I was in the rift for hours today. Reallife seems so strange now, I'm constantly moving my head around! Shit :O

So it begins.....

What's the likelihood that 2 cameras could eventually be used to allow for full 360 degree tracking? I'm turned off by the idea of being required to sit relatively still in a small cone, and it's still unclear whether the STEM will be viable for head tracking for the DK2.

Well it recommends sitting 5 feet away from the camera, which is pretty far. Sitting at the right distance allows for a huge range of motion without losing tracking. I was practically able to get on the floor earlier with it
 
64.7mm for men and 62.3mm for women. Source

I think I have the perfect IPD. It's also symmetrical, 32.5mm for both eyes :D

Wow I'm much closer then since I'm 65.3mm. I saw in Reddit those who have something like 70mm IPD and higher are having trouble with blurriness and such.
 
I can't tell the difference between plonking any number into the IPD and using the correct settings from the set-up software.
 
I still have never been able to get a non-direct supported game to work on the DK2. I can get the desktop working in Extend mode, with the Rift being my primary screen, but when I boot a game it boots on my monitor and not on the DK2.
 
So it begins.....



Well it recommends sitting 5 feet away from the camera, which is pretty far. Sitting at the right distance allows for a huge range of motion without losing tracking. I was practically able to get on the floor earlier with it

I thought it lost track of the user if they face away from the camera past so many degrees? I wantto be able to turn completely around, either in a swivel chair or standing up.
 
I still have never been able to get a non-direct supported game to work on the DK2. I can get the desktop working in Extend mode, with the Rift being my primary screen, but when I boot a game it boots on my monitor and not on the DK2.

If it is a unity demo, the best way to handle this is to open a command prompt at the location, and add -adapter X to the end, where X is the screen # of the Rift I believe. Not sure if the adapter changes when you make it primary though, so you'll have to play around with it. Note that it is zero-based.

MyDemo.exe -adapter 2

That's how I typically launch Unity games onto my Rift. Adapters 0 and 1 are my two monitors, and 2 is the Rift. You can also make shortcuts to everything so you don't have to use the command prompt.

I thought it lost track of the user if they face away from the camera past so many degrees? I wantto be able to turn completely around, either in a swivel chair or standing up.

It does. However, if you angle it right you can get really good field of view from the camera. You won't be able to go 360 degrees or have a standing experience though. The standing experience one is tricky, and without something like an Omni, it simply doesn't work well with the current setup. Trust me, I tried on the DK1 a lot. You quickly lose sense of which way your desk is, so you very easily get tangled in cords or start to yank on them accidentally, and without something like an Omni, you don't have a sense of motion which is more strange than if you're sitting. When I was standing and moved my character, I instinctually tried to stop my momentum when I stopped moving in the game, which actually threw me off balance a couple of times.

I do want them to get 360 degree tracking of some form, so at the very least you don't have the jarring experience when the Rift goes out of the FOV of the camera and then you snap back into place when it sees you again. However, it makes sense to me why they aren't optimizing for a standing experience. There's a lot of other pieces of the puzzle to solve to really nail a good standing VR experience.
 
I thought it lost track of the user if they face away from the camera past so many degrees? I wantto be able to turn completely around, either in a swivel chair or standing up.

All it takes is one or two IR reflectors in the back.. But it makes sense why they don't bother to put them on a dev kit. Anyway, it's just a few degrees of pos tracking missing, the head tracking obviously takes care of the rest.
 
I thought it lost track of the user if they face away from the camera past so many degrees? I wantto be able to turn completely around, either in a swivel chair or standing up.
You don't need a second camera for that, the camera is not the issue, but the lack of IR LED's for the camera to see. The "Crystal Cove" prototype *did* let you turn 360 degrees in your chair without losing positional tracking, because it had a couple LED's on the back of the strap.
 
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