PrematureQuiche
Member
I think there are shipped from within the UK, mine didnt have any US postal markings on it at all.
Thank you!
I think there are shipped from within the UK, mine didnt have any US postal markings on it at all.
Does it work with direct mode and camera head positioning yet? How is the lag compared to other engines?As long as you don't mind pausing the service when working on a game, sure. It's a blast to work with.
Can you play oculus rift games while being drunk?
Does it work with direct mode and camera head positioning yet? How is the lag compared to other engines?
Also, why does the service have to be killed? I thought the new UE4 release improved some of that but perhaps I was mistaken.
Edit: Snipped...
If you don't mind me asking, when did you order yours? I was really late to pre order. (May 4, 2014 08:40 PM PDT) just wanted to know how far along the pre order list i am.
Can we do the same thing for vr_translation_limit or do we have to enter it every time we play?For those playing HL2, don't forget to create an autoexec.cfg in Half-Life 2hl2cfg to put "bind v vr_reset_home_pos" in it (without quotation marks). Game always starts with a messed up position for me so this really helped. Every game/demo should have a reset pos key IMO.
Yes I believe you can.Can we do the same thing for vr_translation_limit or do we have to enter it every time we play?
If the demo doesn't have an .exe that sends directly to the oculus, you need to put it in extended mode first.Just got my Rift today and set it up. Tuscany demo bundled with the SDK and the built-in demo in the configuration utility worked but for everything else I only get a "no hmd or sensor detected"... need help!
If the demo doesn't have an .exe that sends directly to the oculus, you need to put it in extended mode first.
How do you make these demos render to the oculus after I put it in extended mode?
You can try shift + windows button + arrow keys
Depends on the demo. Some will render directly to oculus as second device. There's a few you need to go into your video settings, and make oculus the primary device. What demos are you trying?How do you make these demos render to the oculus after I put it in extended mode?
Depends on the demo. Some will render directly to oculus as second device. There's a few you need to go into your video settings, and make oculus the primary device. What demos are you trying?
Haven't tried the roller coaster demo, but Alone in the Rift has a direct to rift .exe, so it should work leaving the oculus in direct mode. Just have to run the proper .exe.I see. I was trying the roller coaster demo and Alone in the Rift. It seems like I will have to be in extend mode and make some of these demos in full screen for them to render to my OR, but the view for each eye would get reversed for these 2 demos.
My 2500k and Gtx 670 is stuttering on unreal engine realistic rendering demo. I'm scared. Is it inevitable that I have to upgrade soon?
Just got my Rift!! Set up everything, tried out the demo scene, my first experience with VR, it is amazing... Had to stop using it after 5 minutes, I fell unwell lol. Is this the motion sickness, does it go away after being used to it? Also have another few questions, is it okay to 1. leave on the DK2 all the time (orange light) 2. power it off and take out all the cables after each use?
My 2500k and Gtx 670 is stuttering on unreal engine realistic rendering demo. I'm scared. Is it inevitable that I have to upgrade soon?
What are the must have demos/apps for the DK2?
Elite: Dangerous
Quake 2
Half Life 2
Live for Speed
Sightline: The Chair
Couch Knights
Lava Inc
Radial G
Senza Pezo (when its updated)
Titans of Space
Ocean Rift
Anyone get Half Life 2 working perfectly yet?
I tried the tutorials and after a lot of hassle, it seems to be working correctly, except that I'm getting a lot of vertical tearing. Tried forcing V-Sync in the Nvidia CP, setting -freq 75 in the launch options, and enabling fps_max 75 in the game console. Nothing has worked so far.
Only played a few minutes of the tutorial, and it seemed pretty cool. Not as mind blowing for me as it was for others because I already played through the game with Nvidia 3D Vision.
Yeah, as long as it isn't the blue light you're fine. You will eventually find yourself having the Rift in Extended Mode (= permanent blue light). Don't forget to switch it off when you've finished using it or you might get your wallpaper burnt into the screen. Also be aware that the Rift automatically switches on when you power on your PC.
Thanks! So I need to change the display mode to "direct HMD access from apps" everytime I stop using the Rift in extended mode, to power it off(as EM is permanent blue light) and not to cause burn in?
They are saying that they are working closely with GPU manufacturers and mention that console systems might not even be able to output the resolution needed for future Rifts.. So they are already thinking about circumventing video standards shortcomings and we'll have native Rift support for 4K+ @90Hz+ sooner than we thought, yes?
More likely is Oculus just making sure their software actually works with whatever GPU/drivers those manufacturers make
I don't think we're anywhere close to the stage where GPU manufacturers custom-make features for a device that isn't even commercially available
Not anywhere close..? A new interface isn't made over night.. If they started talking to manufacturers right now it could even be too late in some regards. They specifically mentioned resolution and refresh rates that consoles can't do, drivers are not standing in the way of that. A potential scenario is that they couldn't even make a future CV2 with resolution and refresh rate improvements as long as the video standard doesn't even support 4K at 90Hz (what is the max for current standards anyway..?).
...4K at 90Hz??!? How in the hell are PC's going to run demanding games at those specs maxed out? That just seems insane to me.
Right now, no. But most people with a DK2 in this thread are hitting 1080p @75Hz in some demos already, I'm playing Live for Speed in 1080p at 140fps (vsync off of course..) with my DK2.., in unoptimized Elite Dangerous I hit 75Hz much of the time. So it's not that insane at all to see PC hardware capable to run VR in 4K @ 90Hz in ~5 years.
Haven't tried the roller coaster demo, but Alone in the Rift has a direct to rift .exe, so it should work leaving the oculus in direct mode. Just have to run the proper .exe.
you said it, 5 years. Is CV1 5 years away? Oculus wants VR to go mainstream, the hardware required for that performance is incredibly expensive atm.
I think they have a few tricks up their sleeve in order for them to hit that mark.
Or devs will just have to cut back on fidelity.