Oculus Rift DK2 Thread

I think HDMI 1.3 introduced support for refresh rates higher than 60hz @ 1080p.
I guess you could but why would you want to run the DK2 at 60hz?


I would imagine trying to play a game that has a locked 60fps (which there is quite a few), would be much smother if the output on the rift matched the framerate.

Yeah the DK2 60Hz mode is naaaasty.

Could you enlighten me further? I just bought one.
 
Is it normal that literally nothing works with Direct to HMD? My Rift just has the inactive orange light and nothing starts up when running this mode.

Everything is generally okay in extended mode. I haven't had time to play around in a week, but last time I messed around with it, I'm pretty certain that low persistence was not working (Tuscany, Cyber Space), perhaps after I updated the firmware.
 
Is it normal that literally nothing works with Direct to HMD? My Rift just has the inactive orange light and nothing starts up when running this mode.

Everything is generally okay in extended mode. I haven't had time to play around in a week, but last time I messed around with it, I'm pretty certain that low persistence was not working (Tuscany, Cyber Space), perhaps after I updated the firmware.

Anything going wrong is normal at this point. People have all sorts of problems and there is little rhyme or reason as to why. Sometimes things will work one day, and, without changing anything, they won't work the next day.

Such is the nature of prototype hardware.
 
That's very true. I recall running a demo, it was fine. Next day, it would boot up and then crash. Then it would not go to the Rift. And finally, back to working normal. Only thing I did to "fix" it was log out of Windows.
 
Is it normal that literally nothing works with Direct to HMD? My Rift just has the inactive orange light and nothing starts up when running this mode.

Everything is generally okay in extended mode.

Yeah - you aren't the only one. Nothing works in Direct mode with mine either - the demo scene appears on my monitor but doesn't turn on video in the rift and all direct-mode .exe's crash instantly. But everything is fine in extended mode using rift as primary monitor.

I'm actually surprised that I get smooth performance on my laptop out of the (non-demanding) demos. 75hz in Lava Inc, Ocean Rift, Titans of Space.

Windows 8.1, i7-4700HQ, Geforce 765m
 
I would imagine trying to play a game that has a locked 60fps (which there is quite a few), would be much smother if the output on the rift matched the framerate.

Could you enlighten me further? I just bought one.

Doubtful. You know, I play a 30fps locked Wii game with Dolphin atm and it works without making me sick too fast but it's not really a pleasant experience. Same will probably apply for 60fps locked games. The problem about non-75fps is that you will have to deal with nasty blur and judder when turning your head - the faster, the worse from my experience. You will ultimately feel uncomfortable due to it after a while.

Mind you, I just joined the VR crowd a week ago so I might explain this in a wrong manner - feel free to correct me :D
 
Doubtful. You know, I play a 30fps locked Wii game with Dolphin atm and it works without making me sick too fast but it's not really a pleasant experience. Same will probably apply for 60fps locked games. The problem about non-75fps is that you will have to deal with nasty blur and judder when turning your head - the faster, the worse from my experience. You will ultimately feel uncomfortable due to it after a while.

Mind you, I just joined the VR crowd a week ago so I might explain this in a wrong manner - feel free to correct me :D

Is low persistence mode only available at 75hz? They could probably patch that?

The judder's exacerbated by the use of vsync, I think.

I wonder what a variable refresh rate solution would feel like.


That would probably be the best solution for VR3D at the moment.

The latency improvements alone from V-sync to G-sync/freesync .
 
The judder's exacerbated by the use of vsync, I think.

I wonder what a variable refresh rate solution would feel like.
 
I got my DK2 today (yay) but I can't get certain things to work. Riftmax Theater launches, but I can't get it to go past the "press any key" screen. It just sits on a black screen. That was on extended mode. On Direct, I don't know how to even get that to work.
 
Is low persistence mode only available at 75hz? They could probably patch that?

I'm not much of a tech guy, but I think low persistence is only enabled at 75hz+ due to the fact that the screen refreshes so fast that you won't notice it turning black until the next image is displayed (= no visible flickering). Because from my understanding this is what low persistence does: display image - turn display off - display image - turn display off etc. which gets rid of the motion blur. Maybe something like that is possible for 60hz but you will notice the flicker so not sure if it's actually better or worse than the blur/judder you get.
 
I'm not much of a tech guy, but I think low persistence is only enabled at 75hz+ due to the fact that the screen refreshes so fast that you won't notice it turning black until the next image is displayed (= no visible flickering). Maybe something like that is possible for 60hz but you will notice the flicker so not sure if it's actually better or worse than the blur/judder you get.

I suppose it is based on the same idea as ULMB and that operates at 120hz, 60hhz might be just to low.
 
That judder in Half-Life 2 gave me bad motion sickness. I played for as long as I could before feeling like I had to vomit.
 
That judder in Half-Life 2 gave me bad motion sickness. I played for as long as I could before feeling like I had to vomit.

With 75 hz/ low persistence? Before I set my DK2 as my primary monitor, I couldn't get 75 hz, and it was blurry and juddery, but after felt unlike anything before. Looking up at the Citadel off in the sky...
 
With 75 hz/ low persistence? Before I set my DK2 as my primary monitor, I couldn't get 75 hz, and it was blurry and juddery, but after felt unlike anything before. Looking up at the Citadel off in the sky...

It's not blurry at all. But while my PC has ran every other demo just fine (i5 2500, 8GB ram, GTX 670) without any judder, HL2 just brought it constantly.

I did notice my firmware was 2.10 and they're on 2.11 so maybe that was the issue? I dunno. I'm gonna lay down and try again in a bit. Chapter 6 is crazy good. Half-Life 2 just became my number one game again lol.
 
In HL2 i lock the FPS at 75 and force the Vsync ON always.

Even so, i get some judder when i move my head.

I think is not optimized yet.

But in QuakeVR, quake2VR is flawless, prediction, timewarp, everything is there and headtracking is buttersmooth.

Even so HL2 is soooo good, i had forgot how good the combine rifle sounds when firing.

Edit> Uh oh, when the HL2 loads the new level, close your eyes. Always close yur always when headtracking is not working.

Also, test Minecrift, played a good 5 hours yesterday and is almost perfect.
 
I would imagine trying to play a game that has a locked 60fps (which there is quite a few), would be much smother if the output on the rift matched the framerate.
What games are locked to 60fps? I'm not familiar with the idea (outside of consoles)... there must be very few on PC. And besides, all games developed with VR in mind wouldn't dream of forcing a 60fps lock, so this won't be a problem from now on.
 
I'm playing through HL2 from the beginning in VR, and it's a blast. There are still a few rough patches though. For some reason, the view in the buggy is extremely distorted, which is especially weird because the hovercraft earlier is fine. Also, aiming with the weapon in both vehicles is a pain, because the reticle doesn't center itself and you're aiming with your head. So there are times when I'm literally looking at an enemy out of the corner of my eye to target them, which is really awkward...
 
Euro Truck Sim 2 was super smooth for me today for about 90% of my 50min session. Feels so good without judder <3 Sorta random how much performance varies from area to area. I hope they will sort this out soon.
 
I haven't tried lense B. What's the purpose of changing lenses?

They are different lenses for nearsighted people, so they can try without glasses. Doesn't work for everyone though, obviously. But if you have good eyesight or are farsighted, A lenses are best. B lenses cut off a bit more fov iirc, but don't quote me on that for DK2. I know that was the case with DK1 though.
 
They are different lenses for nearsighted people, so they can try without glasses. Doesn't work for everyone though, obviously. But if you have good eyesight or are farsighted, A lenses are best. B lenses cut off a bit more fov iirc, but don't quote me on that for DK2. I know that was the case with DK1 though.

B lenses definitely don't cut off the FOV. They're closer to your face so the image takes up more of your view. The A lenses give me more of a feeling like I'm looking through goggles.
 
B lenses definitely don't cut off the FOV. They're closer to your face so the image takes up more of your view. The A lenses give me more of a feeling like I'm looking through goggles.

I just switched to B and I think I like them a bit more. At least for that crazy space educational program. How small we are...
 
Is low persistence mode only available at 75hz? They could probably patch that?

With low persistence, you'd see strobing at 60Hz. At 75Hz it's not perceptible to most people but the image is dark as hell. Toggle low persistence on and off and you'll see how much brightness we lose. It's crazy. CV1 will be at 90Hz which should help a lot with that.



That would probably be the best solution for VR3D at the moment.

The latency improvements alone from V-sync to G-sync/freesync .
G-Sync and low persistence apparently don't mix well.
 
Sorry to ask so many questions but how do I get UE4 demo (Effects Cave) to run? I found the exe file but it just loads into a window mode without the 3D and on the Rift.
 
With low persistence, you'd see strobing at 60Hz. At 75Hz it's not perceptible to most people but the image is dark as hell. Toggle low persistence on and off and you'll see how much brightness we lose. It's crazy. CV1 will be at 90Hz which should help a lot with that.
You'd think that low persistence could be adjusted, that you could adjust the on/off time of the pixels, so you could tweak it to a good balance between persistence and brightness.
 
You'd think that low persistence could be adjusted, that you could adjust the on/off time of the pixels, so you could tweak it to a good balance between persistence and brightness.

the pixels have to stay lit the minimum amount of time possible, so it'll always be darker than the same screen at full persistence.

Plus, it's literally the front panel of a samsung smartphone, so the display wasn't exactly made to do this. If I remember correctly it's a 60hz screen that's been overlocked.
 
I've noticed that a very cool way of demoing the DK2 to family and friends (although I've done very little DK2 demoing so far because I'm waiting for Direct mode to pick up..) is to simply do a couple of laps in Live for Speed and then put it on replay in first person perspective, kind of like a passenger. Then they don't have to do anything else than just sit there looking around taking in the presence and sense of speed. The city track is excellent for this because the closeness of the track side objects masks some of the relatively low resolution 1080p "pixel soup".

Of course Elite Dangerous is also always a hit (but difficult to control from the outside without direct mode) . When I showed it to my wife, sitting inside an "actual" spaceship looking at the planet and stars was a stunning experience for her, I've never seen her grin and smile so much from a videogame before..
 
If someone suddenly has a problem launching Steam, apparently my SteamVR app manifest file was somehow borked and was causing it. Renaming appmanifest_250820.acf in the steamapps folder worked.

edit: Tried to relaunch Steam after getting a notification of SteamVR being installed and happened again
 
STEM lightsaber footage from the Silicon Valley VR Meetup.
i7szyJunLhodx.gif

That's hot.
 
So the SDK is at the Oculus Developer Center, and to finish registration they want information about a project to determine things like which middleware and platform drivers we'll have access to. Buuuut what about us who are just stupid hobbyists? I'd rather fill their system with as little bullshit to waste their time as possible.
 
So the SDK is at the Oculus Developer Center, and to finish registration they want information about a project to determine things like which middleware and platform drivers we'll have access to. Buuuut what about us who are just stupid hobbyists? I'd rather fill their system with as little bullshit to waste their time as possible.
That's nice of you, but just put 'bukkake simulator' and be done with it.

It doesn't matter
 
So the SDK is at the Oculus Developer Center, and to finish registration they want information about a project to determine things like which middleware and platform drivers we'll have access to. Buuuut what about us who are just stupid hobbyists? I'd rather fill their system with as little bullshit to waste their time as possible.

Just fill in anything (I'm sure you want to see something special in VR), it really doesn't matter afaik.
 
If the pixels stayed lit any longer we'd get blur.
the pixels have to stay lit the minimum amount of time possible, so it'll always be darker than the same screen at full persistence.
I'm not sure on the math, but my understanding of low persistence would say that it can be adjusted to a degree. The requirement isn't that the pixels have to be lit at the absolute minimum time, just that they have to have a period of "off" between refreshes. Blur is caused by a pixel simply changing from one frame to another, low persistence simply turns the pixel off in between frames. What we'd need to know is the exact amount of time it takes the pixel to turn off and back on again. I've read that the current display in low-persistence mode is lit only around 10% of the time, which seems awfully low.. I find it hard to believe that it really takes that long to turn the pixels off and on again. I'd have to go digging through the dev forums to see if they've got the math written down anywhere.
 
vorpX update is out with DK2 support:

•Initial (Alpha) DK2 support
•Positional Tracking (Skyrim only for now, more to follow)
•D3D11 Geometry 3D (Bioshock: Infinite, F1:2013, Deus Ex: Human Revolution, more to follow)
•Game settings optimizer (supporting ~15 games for now, more to follow)
•More than 50 smaller bugfixes and enhancements, among them latency improvements, DK2 black smear fix, easier setup.
•15 Additional games including: F1:2013 (G3D/Z3D), FEAR1+2 (G3D/Z3D), Gone Home (G3D), Thief [2014] (Z3D), Space Engineers (G3D/Z3D), The Stanley Parable (G3D/Z3D)

http://www.roadtovr.com/new-vorpx-u...y-positional-tracking-dx11-g3d-support-video/



Doomsday Engine (for Classic Doom games, Hexen and Heretic) might get a (beta) DK2 update next week:

I should have something DK2-worthy for next week's unstable builds. I'm now tuning all the small details. -s

https://twitter.com/dengteam/status/502519485124059137
 
how well did vorpx work with dk1? i'd sold mine by the time that got to a decent state, skyrim looks nice on the video, would certainly be interested if they support a large amount of games

decided to wait until my stem arrives to play half life 2 as the hydra videos on youtube look way better than the mouse/keys/joypad videos, the wait isn't the best though :s
 
Listen I was just wondering: do any of you folks with experience using the Rift imagine GTA V would work well on the hardware?

Just a confluence of two things I'm looking forward to experiencing and haven't yet, so I thought I'd bring it up!
 
If someone suddenly has a problem launching Steam, apparently my SteamVR app manifest file was somehow borked and was causing it. Renaming appmanifest_250820.acf in the steamapps folder worked.

edit: Tried to relaunch Steam after getting a notification of SteamVR being installed and happened again

Yeah, Steam crashes if you have the Oculus in Direct Mode. Switch to Extended, and the crashing will stop. An issue with SteamVR. I was pulling my hair out over this last week until I figured it out.
 
I'm toying with the idea to get a DK1 for cheap, now that DK2 is out (I think of max. 100 EUR).
Do you think this is a good idea? Will I still be able to find old builds of demos/mods that work with the DK1? I'm mostly interested in Minecrift.

350 EUR for bridging the time till CV1 is a bit too much for me, but I'd be okay with 100 EUR for a DK1.
 
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