Oculus Rift DK2 Thread

I tried a demo called First Try and to my surprise i couldn't see the screen door at first.. It's pretty clear that screendoor appears a lot more when things are contrasted, and it can be almost nullified by choosing the proper tones i think.

Also that demo as a niiiice sense of scale. You should try it, but it judders when outside.
 
I tried a demo called First Try and to my surprise i couldn't see the screen door at first.. It's pretty clear that screendoor appears a lot more when things are contrasted, and it can be almost nullified by choosing the proper tones i think.

Also that demo as a niiiice sense of scale. You should try it, but it judders when outside.
Could you post a download link? Can't find the demo.
 
I tried a demo called First Try and to my surprise i couldn't see the screen door at first.. It's pretty clear that screendoor appears a lot more when things are contrasted, and it can be almost nullified by choosing the proper tones i think.

Also that demo as a niiiice sense of scale. You should try it, but it judders when outside.

Good demo. I tried it a few nights ago and really enjoyed it. And yes, the sense of scale was great. I found myself just walking around the outside part and simply looking around at everything.
Unfortunately, its also the only demo ive played thus far where the judder was an issue for me. After a bit i just couldnt take it and had to turn the demo off.
 
Chet Faliszek just tweeted this pic of Dean Hall using Valves HMD

BwKWo1cCUAI4N4d.jpg


Almost looks wireless from that angle lol
 
I used the DK2 for the first time in my life today.


And for the first time in my life, I have experienced motion sickness. I think there was something off with the headtracking, or the framerate was off. I started by looking at the setup "desk in a room", which was surprisingly impressive.

Then he launched SteamVR and Half Life 2 Episode 2, and it took me less than 5 minutes to get sick :(

I think part of the problem was how my brain reacted to using both my head AND my hands to move the point of view. However, I'm confident that something was up with the framerate, so perhaps that was the culprit.

Anyways, it definitely didn't put me off of VR or anything like that, but it's a bummer! I'm hoping to have a lot more time with a unit soon to see how it goes. Either way, I learned what intense motion sickness feels like, so that's something!
 
^I wonder if the placement/pattern of the codes matters?
Looks pretty fucking chaotic doesn't it!

I used the DK2 for the first time in my life today.


And for the first time in my life, I have experienced motion sickness. I think there was something off with the headtracking, or the framerate was off. I started by looking at the setup "desk in a room", which was surprisingly impressive.

Then he launched SteamVR and Half Life 2 Episode 2, and it took me less than 5 minutes to get sick :(

I think part of the problem was how my brain reacted to using both my head AND my hands to move the point of view. However, I'm confident that something was up with the framerate, so perhaps that was the culprit.

Anyways, it definitely didn't put me off of VR or anything like that, but it's a bummer! I'm hoping to have a lot more time with a unit soon to see how it goes. Either way, I learned what intense motion sickness feels like, so that's something!

Of course you got sick. You need pretty good VR legs to play something like HL2 and even then, some people will simply never be able to.

Your eyes: Hey we're moving around!
Your inner ear: Nope.
Your stomach: FFFFFFFFUUUUUUUUUUUU!!!!!!!!!!!!
 
Looks pretty fucking chaotic doesn't it!



Of course you got sick. You need pretty good VR legs to play something like HL2 and even then, some people will simply never be able to.

Your eyes: Hey we're moving around!
Your inner ear: Nope.
Your stomach: FFFFFFFFUUUUUUUUUUUU!!!!!!!!!!!!

As someone who was just playing a bit from HL2 VR, I will echo your sentiments. Got to a jumping puzzle of sorts and had to just turn it off... that kind of section just isn't meant for VR.
 
Shipped this morning.... Had it by this afternoon. One of the joys living so close to the company I guess.

Anyways, I've been playing around with it and loving the few demos that I can get working without any fuss. I was starting to get worried about how most people are getting motion sick, but I've been playing with it all afternoon and I've been good so far.

So, the only real issue I'm having is is a small monitor issue. (Windows 7 64 Bit) I am running a small monitor (The sony PS3 3D tv that looks like a PSP they sold a few years ago) to test this out on and as my primary monitor, and my rift is registering as the 2nd monitor. Now, Monitor 1 is 1920x1080 in Landscape, and Rift is set as 1920x1080 but is saying portrait, even though it is showing it in the display that it is a landscape setting.

When I try to run some of the demos it shows up on half of the 1st monitor and nothing on the Rift and the program is usually in Windowed mode. Anyone have any suggestions on how to resolve this?
 
I demoed my DK2 to some of my coworkers yesterday, and they were all very impressed. It feels great showing people something new and amazing like that. I got some video of them enjoying the Lava Inc. rollercoaster. I really need some more demos, since I only have a handful. Here are the ones I have:

Desk demo scene - Super basic, the definition of a tech demo. I like starting people off with this one, especially if they aren't clear on the idea of the Rift. Everyone seems unmoved until they realize they can lean in and look around. Then it's a "Haha, interesting" reaction. They all get over it fairly quick, especially the ones familiar with video games. It's only to be expected with such a sparse demo existing purely to illustrate the general concept of VR.
Chilling Space - Kind of lame, pointlessly shooting shitty looking asteroids. I might as well delete this one since I never plan to show it to anyone.
Couch Knights - Impressed my friend, despite the fact that the Health and Safety Warning was stuck in place the whole time. Haven't tried it myself, but I believe playing with another person would make it much more enjoyable, not that I have any idea how that would be done.
Landscape Mountains - Impressed my friend and coworkers some, pulled the fan trick both times. I took a quick peek for setup purposes, and had to turn all the settings to Low to get it at a reasonable framerate.
Lava Inc. - Most impressive, my go-to demo of choice. Everyone so far has enjoyed it, and it seems to demonstrate the effect the best. Leaning forward to speed up is the easiest and most intuitive control method, and looking around at the lava and track is simple. It even made a few people nauseous.
My Neighbor Totoro - Lame. The one one I've tried where the player is required to move. Turning is weird. You clip right into Totoro, and can't even get on the cat bus. Takes way too long, and not enough interactivity. My girlfriend likes Totoro, but her headache and the length/uncertainty of this demo cut right into that.
Realistic Rendering - My friend tried it. He said there were some good textures.
SightLine: The Chair - Runs horribly. The light turning off part creeped me out the first time I tried it, and redeemed several hours of lame setup, but the performance combined with the awareness of the control method (looking around continuously) makes it not the most fun. The rocks look like cardboard cutouts, and everything else is too jaggy. Stopped playing at around the stone tower part.
Suwako-chan - The only one I've tried with actual gameplay. Works decently, but could definitely be better. Everything is 2D in a 3D space, which looks really weird. My friend called out some issues with it since he knows bullet hell games.
Technolust - I think I have the DK1 version, because headtracking doesn't work.
The Gallery: Six Elements - Can't get it to run.
Titans of Space - Somewhat impressive, but not the "amazing" demo it's been billed as before I tried it. Still interesting. The planets look a bit like giant cardboard cutouts at times, and the sun is just like "Yep, that's the sun." Seemed like it bored my dad and my friend, but my friend's sister enjoyed it. Far too long for a quick demo.

Tuscany is on here somewhere, but looking for it is a hassle, and I honestly wasn't very impressed when I tried it. Moving was a weird disconnect, and the sound wasn't even working. I also had Ocean Rift, but it ran like shit (Unity) so I deleted it. And Live For Speed, which I just haven't installed yet. Any other great DK2 demos I should try out? I know there were a bunch of good DK1 demos, but they haven't all been updated.

I want something to demo that has more interactivity than leaning forward on a roller coaster, so I've been considering getting into the Elite: Dangerous beta. Is it worth it to jump in early? Would it be a good demo when I only have a 360 controller?

EDIT: Adding Dreadhalls and Don't Let Go to my list.
 
I bought Elite yesterday in preparation for getting my rift next week and I've spent about 6 hours on it so far without, loving it.
 
I've experienced a bit of motion sickness with Rift, but I was pleasantly surprised upon finally getting AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome to work that virtually falling at high speeds didn't seem like a problem. It did feel pretty funny, though, that I needed to actually play facing down.
 
Kor-FX just sent out a survey to backers to get their shipping info, sounds like they really are going to hit the September date they gave out. That's pretty impressive.

We've reached out to them a few times already trying to get in touch with their engineers because we're interested in adding Haptic Feedback to Half Life 2 VR. Doing so would be trivial actually, we could probably get it going within a few days. They haven't got back to us despite being across the city. We could drive over there and meet them next weekend if they'd let us. Hopefully they respond, I think haptic feedback can add a lot to HL2VR. Right now, we want environmental haptic feedback (so you feel the rumble of huge machines or explosions) along with directed haptic feedback for bullet detection (i.e. you can feel if it came from the left or right).
 
It's kind of odd how the weakest part of HL2VR is HL2 since its level design wasn't initially meant for VR and there's just too much running and jumping.

Yesterday I was thinking that I'd love to play something like Time Crisis 2 with a Rift and Hydra.
 
Kor-FX just sent out a survey to backers to get their shipping info, sounds like they really are going to hit the September date they gave out. That's pretty impressive.

We've reached out to them a few times already trying to get in touch with their engineers because we're interested in adding Haptic Feedback to Half Life 2 VR. Doing so would be trivial actually, we could probably get it going within a few days. They haven't got back to us despite being across the city. We could drive over there and meet them next weekend if they'd let us. Hopefully they respond, I think haptic feedback can add a lot to HL2VR. Right now, we want environmental haptic feedback (so you feel the rumble of huge machines or explosions) along with directed haptic feedback for bullet detection (i.e. you can feel if it came from the left or right).

Oh god, that'll be amazing. I've been following their work with environmental haptic feedback and it's very impressive. Cant wait to try it! Wish you the best of luck with the implementation!
 
Kor-FX just sent out a survey to backers to get their shipping info, sounds like they really are going to hit the September date they gave out. That's pretty impressive.

Sounds exciting - I'll wait with all the fancy extra hardware until CV1 tho.

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Dying Light has apparently been demo-ed on the Rift. I never knew nor did I think they would (first person parcours, zombie smashing game etc) but who knows... maybe they'll support the Rift in the final game as well?
 
It's kind of odd how the weakest part of HL2VR is HL2 since its level design wasn't initially meant for VR and there's just too much running and jumping.

Yesterday I was thinking that I'd love to play something like Time Crisis 2 with a Rift and Hydra.

Oh my word....can we get a new Silent Scope!? It would work sort of like aiming in Half Life 2 VR
 
...

I want something to demo that has more interactivity than leaning forward on a roller coaster, so I've been considering getting into the Elite: Dangerous beta. Is it worth it to jump in early? Would it be a good demo when I only have a 360 controller?

I think you're going to be very disappointed if you drop the $75 on ED, since you're having so many performance issues with other demos. ED is the only thing on the Rift that has really pushed my system so far.
 
Just got scared in Dreadhalls. Goddamn, VR is great!

I think you're going to be very disappointed if you drop the $75 on ED, since you're having so many performance issues with other demos. ED is the only thing on the Rift that has really pushed my system so far.

That's a shame. I guess it's just as well, since I shouldn't be spending so much money right now. I'll probably get it in a month or two.
 
I'm doubting my ability to continue using this thing. I never get dizzy, but I constantly have stomach pains after playing anything. The worst part is: I love it!

It's usually just shooters or things where I have to walk around. Really hope I adjust to it since my wife and I love the scare crap on it.
 
I tried LFS demo, I almost throw up from the dizziness in less than a minute. Either I am really weak or there are something wrong with my setting.
 
I'm doubting my ability to continue using this thing. I never get dizzy, but I constantly have stomach pains after playing anything. The worst part is: I love it!

It's usually just shooters or things where I have to walk around. Really hope I adjust to it since my wife and I love the scare crap on it.

how exactly are you moving in your games?
if you havent already maybe try to use an analogstick for moving, this then wont result in an instant movement such as with a keyboard (WASD)
your brain might adapt much better to movements when they arent instant but start slowly and then accelerate (analog stick)
 
how exactly are you moving in your games?
if you havent already maybe try to use an analogstick for moving, this then wont result in an instant movement such as with a keyboard (WASD)
your brain might adapt much better to movements when they arent instant but start slowly and then accelerate (analog stick)

I've been using mouse/keyboard so far. I haven't even tried my gamepad yet. What's funny is I was doing ok the first day. I even did good with Quake 2 for a bit. But then I tried Riftmax Theater and the movement was juddering (didn't have my rift as a primary, so lost the 75fps). Just felt sick after a while.

Also, there's a "new hardware" smell on my Rift. Normally, my senses are off with smelling but I think the smell is what's making things horrible for me. I don't know if anyone else has complained about a smell yet.

edit: http://www.reddit.com/r/oculus/comments/1fcao1/its_the_smell/ Yeah, I guess others have had this problem too. This might be my issue as I'm never dizzy, just feel like throwing up.
 
I've been using mouse/keyboard so far. I haven't even tried my gamepad yet. What's funny is I was doing ok the first day. I even did good with Quake 2 for a bit. But then I tried Riftmax Theater and the movement was juddering (didn't have my rift as a primary, so lost the 75fps). Just felt sick after a while.

Also, there's a "new hardware" smell on my Rift. Normally, my senses are off with smelling but I think the smell is what's making things horrible for me. I don't know if anyone else has complained about a smell yet.

edit: http://www.reddit.com/r/oculus/comments/1fcao1/its_the_smell/ Yeah, I guess others have had this problem too. This might be my issue as I'm never dizzy, just feel like throwing up.
It's the foam, and it gets wired into your brain so you associated the smell with nausea. I think it was as bad or worse with the first Oculus devkit.
 
Smelly plastic can indicate unhealthy components such as PAHs (can not must!)
Has anyone made some testings regarding this with the rift yet?
 
Interestingly, I actually can't give myself motion sickness. Not so far, at least. Even with the Oculus glitching out or with terrible frame rates, my body just doesn't care at all. Zero discomfort. But it's the exact opposite for my wife--even when things are perfect, her stomach lurches.
 
I'm doubting my ability to continue using this thing. I never get dizzy, but I constantly have stomach pains after playing anything. The worst part is: I love it!

It's usually just shooters or things where I have to walk around. Really hope I adjust to it since my wife and I love the scare crap on it.

Along with eye fatigue, this happens to me sometimes. I don't get dizzy as often as before, but after I'm done I noticed my stomach is uneasy.

Is it expected that nausea, diziness, etc. will be even less common with a higher-res display, bigger FOV, higher refresh/FPS, better tracking? I could see large numbers of casual users being very turned off from VR if these issues don't get reduced to almost never happening.
 
Is it expected that nausea, diziness, etc. will be even less common with a higher-res display, bigger FOV, higher refresh/FPS, better tracking?
Dizziness, perhaps, but probably not nausea. The screen has nothing to do with most nausea, it's the disconnect between what your eyes see and what your inner ear feels in regards to movement. No screen could possibly fix that, it's just something you adapt to, or you don't.
 
So we got the DK2 at home and started playing around with it. I tried the DK1 at E3 last year, so I have a pretty good impression of how low res the image was.

Thing is, what weve tried so far on DK2 seems just as blurry! We tried the Ocean demo and Half Life 2.

Anything in particular I should look for or try out?
 
Really? Damn! :-(

I have zero problems playing this.

It isn't just LFS, everytime I turn my head or move my stomach disagree with me. I also have problem getting presence,I felt like I am just watch a circular 3d TV rather than "being there". I tried the house demo, aqua classroom, and the built on desk demo.
 
how exactly are you moving in your games?
if you havent already maybe try to use an analogstick for moving, this then wont result in an instant movement such as with a keyboard (WASD)
your brain might adapt much better to movements when they arent instant but start slowly and then accelerate (analog stick)

You actually want quicker movement to counter motion sickness in first-person games where you can control your perspective with kb/m or a controller.
 
My DK2 became wonky after trying to play Elite Dangerous. I was messing with the display settings in windows now my right screen is viewing a blue screen while the left is viewing my desktop. Any ideas?

EDit: ALso whats the shortcut to move screens from the main and secondary monitor?
 
I have had Dreadhalls downloaded for a while now but am being a coward and not actually trying it. Last weekend's P.T. playthrough has me super gun shy about the idea of first person horror in VR.

I tried a demo called First Try and to my surprise i couldn't see the screen door at first.. It's pretty clear that screendoor appears a lot more when things are contrasted, and it can be almost nullified by choosing the proper tones i think.

Also that demo as a niiiice sense of scale. You should try it, but it judders when outside.

Semi-related to the above, I tried this last night and did not like how they start you in a room with wireframes of spiders and then throw you into a weirdly textured dark cave.

That said, I agree that the sense of scale in that one is pretty rad by the end.
 
Finally got a chance to try this thing out at PAX Prime today. Only got to try Lucky's Tale, which wasn't even really first person, but I was immediately blown away. Close up objects really felt like they were there in front of me. Such an incredible experience.

The resolution is still way too low, but I didn't get any kind of motion sickness and it was extremely immersive.

I'm really tempted to pick up a DK2 right now, but know I should wait.
 
I have had Dreadhalls downloaded for a while now but am being a coward and not actually trying it. Last weekend's P.T. playthrough has me super gun shy about the idea of first person horror in VR.

i should have recorded my and my wife's first time with Dreadhalls last night. i have NEVER in my life, screamed in fear because of a videogame. and i've played some of the "greats" (Amnesia, Silent Hill 2/3, Condemned, etc).

i can no longer say that in truth.

she refuses to play to it again and she didn't even make it to the end.


in other news, I finally got the demo for Radial-G and then found out that it's Kickstarter didn't make it. apparently they're still going forward with the development, and I am PSYCHED. the demo is very impressive and it's clear the people behind it have a deep love for the long-gone days of Wipeout, F-Zero, and Extreme G. quite annoying that only the racing part is VR supported. getting into a race using the Oculus is a pain.

also Quake VR is almost like playing an entirely new game.


does anyone else have trouble seeing clearly with certain demos? i can't tell if i'm not doing something right, or if some demos just aren't 'tuned' properly. Quake, Radial-G, Polyworld, Poly Rider, Tuscany Demo, and a handful of other demos all look pretty crisp, but some others make me feel like i need to wipe my eyes or clear my vision (Rifts Cave and RoboBliteration for instance).
 
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