Oculus Rift DK2 Thread

Oh it definitely is possible. There are model viewers/rippers out there for all sorts of games, like Mario 64, Banjo Kazooie, both N64 Zelda's, etc. Putting them into Unity or UE4 is trivial. But since this involves taking data directly from the game ROM, it's a copyright-infringing nightmare and I advise against it.

The Kokiri Forest demo looks directly ripped from OoT, but because it's so barebones (there aren't even NPCs in it), Nintendo probably doesn't care. If anyone released a rip of the entire game as a VR demo though, Nintendo would absolutely not be happy.

Even though I created Star Hill VR entirely from scratch, it's the last and only VR demo I'm doing based on Super Mario RPG. I don't want to give the impression I'm remaking the entire game, for same reason above. Even though it's not ripped content, it's still based on Nintendo's and Square's property, and I'm going to respect that.

You certainly should remake the game. Just never tell anyone until it's finished.
 
I got my DK2 on Thursday of this last week, so I've only had it for a very short amount of time, but I completely disagree. The DK2 has worked flawlessly for me. If you understand how it works and have realistic expectations of the device, I don't see how it is unstable at all. Maybe its because I'm more familiar with troubleshooting problems being an IT guy, but as long as you realize that DK1 demos aren't compatible and have a nice clean system setup without tons of processes running in the background, you shouldn't have a problem at all getting it to work.

I haven't had to mess around with the runtime kit at all, it's never crashed or the headtracking hasn't worked properly or anything. Seriously, if you are having problems, first thing is to make sure you have a stable environment to work from first. I've seen a lot of posts and realize that these people are running all sorts of unnessary programs, hardware that isn't going to help run it well, and tons of other issues causing problems. Most people don't understand that these things need power to run properly. I've seen a lot of people asking why they are having such issues and then they post that they are running it off laptops or Windows 8 and all that jazz.

I'm not saying DK2 is consumer ready, I know it is a dev kit, it IS still a prototype, but it works a HELL of a lot better than most people say.

Eh, YMMV when it comes to this and it depends on what you think is "flawless". So far only a few of the demos have run as well as the desk demo. The point isn't that it doesn't work, but with a success rate of "flawless" being so low. Then again, you did just receive it and I know just in the first couple weeks that some stuff was ironed out ... even an SDK update.

I'm running a pretty competent system and like you also 'tinker' and work with computers all day (although software side, not much hardware) so I'm not afraid to get my hands dirty ... but I was part of the first batch and I've noticed a lot of improvements just over the past month. I think a lot of the issues have been people needing to update their own projects and also the HUGE change in the SDK with "direct2rift" stuff.

I also haven't seen any problems directly related Windows 8, have you read something about that? I'm running 8.1 and still have to tweak with certain things since D2R doesn't work with a lot of the demo's I've tried.

I'm curious as to what your system specs are and what demo's you have tried. It has definitely been far, far, far from "flawless" with the many demos I have tried since receiving part of the first batch that was sent out.
 
Guys, what's the best video player for the dk2 at the moment?
I'd say MaxVR. It has the smoothest headtracking of all players I've tested so far, works flawless in Direct to HMD-mode, worked out of the box with any video type I tried, supports subs (I watched an episode of Attack on Titan - it was great! Is it just me btw or do you really get a little bit of sense for depth even in 2D videos with the Rift?) and is updated daily. It's 8 bucks, probably the best VR app I've spent my money on. Oh, and I just noticed that the latest version supports SmoothVideoProject! I will definitely have to check this out tonight.
If you're looking for more advanced - and I mean it - options, take a look at LiveView Rift. But if you just want to watch movies etc., MaxVR is my go-to.
Heads up, the DK2 version of Senza Peso VR is out.

http://blog.kiteandlightning.la/
Downloading right now. The launcher is quite sexy. K&L really are amazing, I hope my humble rig (i5 4570 x 7870 GHz) will be able to run this somewhat smooth at lower settings.
 
Heh, my old comp can't handle Senza Peso. It lagged super bad and nearly crashed, so I backed out of it. This was after running it in fast mode. To be fair, my comp has a hard time with all Unreal stuff, so I wasn't the least bit surprised. I really need to upgrade my CPU/mobo one of these days.
 
More details from the Samsung Gear announcement:


  • Uses the Samsung Galaxy Note 4 for a screen
  • 2560 x 1440 resolution with low persistence
  • Sub-20 millisecond latency, comparable to DK2
  • Comes with four programs from Oculus: Oculus Home, Oculus Cinema, Oculus 360 Videos, and Oculus 360 Photos
  • Oculus mobile SDK will be available before the end of October
  • Samsung Gear dev kits will be available to order in the fall

Bonus pictures of the new Oculus software (Cinema and Home):

YzuQFcM.jpg


W6yQ9f1.png
 
Well I'm disappointed in Senza Peso tbh. Dunno what the fuss was about. I'd kept myself spoiler-free, I'd seen the opening shot and was intrigued as it reminded me of The Fountain. But I got to end and thought... 'that was it?' It didn't run that well, but that wasn't the problem, I played it through again on the lower quality setting to make it smooth and it didn't improve the experience.

Are the actors supposed to look like they're being played back on video, or are they supposed to look like they're in the environment? Because if it's the former, it's a great success. They reminded me of Star Wars holograms rather than really being there. The
massive head
was the only one that sorta looked ok.

Meh. Sightline: The Chair was a much more compelling experience (despite the performance being even worse).
 
Exciting news about the Samsung Gear VR.

I hope those Oculus applications (Home, Cinema, 360 Videos, 360 Photos) will also come to PC soon.
 
Does that mean we'll have modular oculus rifts in the future depending on how much money we want to invest in it?

I wouldn't make that conclusion based off this announcement.

Exciting news about the Samsung Gear VR.

I hope those Oculus applications (Home, Cinema, 360 Videos, 360 Photos) will also come to PC soon.

Same here. I wonder if they'll launch with CV1 or if we'll see them sooner.
 
Does that mean we'll have modular oculus rifts in the future depending on how much money we want to invest in it?
Your money is going to go into PC specs, the Rift should be pretty affordable on its own. There's little reason to make it modular at this stage. These Android-based solutions are rather different, being self-contained, and they won't be able to match the full-blown PC-based VR experience for years, if ever. But certainly in that space, it's likely that you'll see more expensive/powerful phones being capable of running better VR software, just like more expensive/powerful phones are better at running apps/games today.

Ultimately we won't want to be tethered to anything, so these kind of VR headsets could become more popular than the high-end PC-powered ones. You can imagine in 5-10 years a mobile SOC would be capable of PC visuals we see today, so that might be good enough for most people. But the high-end stuff never goes away. If mobile hardware can do that in 5-10 years, I can't even imagine what a high-end PC could do.
 
Well I'm disappointed in Senza Peso tbh. Dunno what the fuss was about.

There was a video posted here a while ago where a guy went apeshit over it and was holy-shitting it all the way through.. Yeah..I blame him for overhyping it to the point that it just couldn't possibly live up to my expectations.. But still, it's a really good demo, and I can't wait to experience the next one, but this time I'll make sure I'll do it fresh.
 
Well I'm disappointed in Senza Peso tbh. Dunno what the fuss was about. I'd kept myself spoiler-free, I'd seen the opening shot and was intrigued as it reminded me of The Fountain. But I got to end and thought... 'that was it?' It didn't run that well, but that wasn't the problem, I played it through again on the lower quality setting to make it smooth and it didn't improve the experience.

Are the actors supposed to look like they're being played back on video, or are they supposed to look like they're in the environment? Because if it's the former, it's a great success. They reminded me of Star Wars holograms rather than really being there. The
massive head
was the only one that sorta looked ok.

Meh. Sightline: The Chair was a much more compelling experience (despite the performance being even worse).

My enthusiasm to try this has been suitably dampened, which is probably for the best. It definitely was hyped to the moon.
 
It's cool and otherworldly, certainly one of the more polished, graphically-rich demos out there, so definitely one to try. But in terms of being in another place, the simpler stuff like 4th Floor and Couch Knights give me a bigger wow-factor.
 
Not familiar with 4th Floor so I'll be looking into that one tonight as well.

The impressions were appreciated, even if they weren't glowing as I was expecting.
 
Not familiar with 4th Floor so I'll be looking into that one tonight as well.

The impressions were appreciated, even if they weren't glowing as I was expecting.
4th Floor is just an apartment, but it's absolutely incredible if you play it standing up and take a physical step in any direction (within the IR camera's range). Just be careful not to crash into anything! :)
 
"Failed to initialize mongo connection" is all I get when I try to register. DRM for a demo. And here I was looking forward to it.

Mongo is a database - they are probably using it to store registration info.

http://www.mongodb.org/

Wait, so I have to download another thing to play that demo? ...I don't know, man.

EDIT: Tried Dreadhalls again yesterday. I positioned myself during the loading time so that when I started in the room, I was standing up, which helped a lot with the immersion. Turning with the stick is bullshit. On top of making everyone not feel so great, I feel it stops people from looking around with their head, since it's technically easier to just use the stick when it's right there. I don't want people to get in a demo and not look around. Anyway, I loaded up into the room, and opened the door. And I didn't walk through. I even went and got my girlfriend to come into the room and just be there, but I couldn't do it. I've already played it for like 5 minutes before, and I've watched liked 4 people play it, using OBS to see what they're doing on my screen. But the anticipation kept me from walking through the door. I feel like such a chump, but at the same time, I'm so happy a game can make me feel this way. It's so much more than "Eh, it probably wouldn't be cool if I made the character go in there" while playing a normal horror game. In my gut I'm like "DON"T FUC*ING GO IN THERE, THERE'S MONSTERS!" I can't wait until someone makes a whole game of awesome horror.
 
Be mindful that you can walk through objects and walls. It can mess with you, and it may be worse if you try the demo standing like some people suggest.
Indeed, it can be weird, and requires a bit of preparation. With my setup I'm unable to take more than a couple of steps before I'm at the limit of the cable, or crashing into my desk or something, and the camera bounds aren't that much bigger anyway. So it's a case of standing still, quickly positioning your virtual self using gamepad/k&m, and facing a direction that you want to take your real steps. Might be better to do this positioning while sitting down or at least holding on to something - it's very disorientating. But those few real steps are totally worth it. It doesn't have to be done in 4th Floor of course, any demo where you're a floating head, free to walk about an environment is good. But 4th Floor is very effective as it's full of familiar objects at the right scale (well, close enough - the toilet looks really small to me!).
 
I'm curious as to what your system specs are and what demo's you have tried. It has definitely been far, far, far from "flawless" with the many demos I have tried since receiving part of the first batch that was sent out.

System Specs: i7, 16GB RAM, GTX 770

Demos I've tried include:
4th Floor
Fairy Forest
Mining Mike
Mortal Kombat Pit Level demo
Mueseum of Games 2
Ocean Rift
Pantheon
Sistine Chapel
Tuscany
Snowboarding
Space1999
Subway car
The little plane that could
Urban Coaster
VR SkiJump

ect. I've been trying to sort them out into DK1 and DK2
 
So has anybody tried Bioshock Infinite yet with Vorpx? How is it?

Would also love to hear feedback on Dishonored and Deadspace if anybody has tried them.
 
So has anybody tried Bioshock Infinite yet with Vorpx? How is it?

Would also love to hear feedback on Dishonored and Deadspace if anybody has tried them.

Yes, I did this weekend. It works really well. I had to play around with the FOV and it's not perfect still. But it does work and it was real fun to play around in Clash in the Clouds DLC with it, Sniping was really fun with the Oculus
 
How many "ride" demos are there? I feel like those are the best fit for Oculus.
I think many of the rides that are usually available at places like Disney Land or Universal Studios would be amazing with Oculus, even if you don't get the actual movement.
 
How many "ride" demos are there? I feel like those are the best fit for Oculus.
I think many of the rides that are usually available at places like Disney Land or Universal Studios would be amazing with Oculus, even if you don't get the actual movement.
I feel like I'd disagree since that puts you NOT in control of your own motion, which is one of the huge sacred rules of VR and motion sickness.

With a car or controller or keyboard or mouse or whatever you can at least control where you go, and when you're going to drop, etc.
 
Wait, so I have to download another thing to play that demo? ...I don't know, man.

You don't need to download anything, it's just throwing an error when the client is trying to save your registration info to their servers. I got the same error, but tried again a couple hours ago and it was working.

edit: it is working for me but with a ton of judder"
 
I wonder how big an issue this is actually going to be. I think a lot of people probably enjoy the thought of horror games in VR, but if it really is almost too scary, its gonna put developers off making these games, due to the potentially low sales.

Well your twin 760's do beat a 780, but its weird, because so many people are reporting judder even at solid framerates, especially with the head-tracking.

Definitely seems like something is going wrong somewhere that isn't 100% related to a person's specs or performance capability.

Does SLI actually do anything for any Rift games? I do agree most of our software performance issues have nothing to do with hardware being powerful enough. Sightline: The Chair doesn't even look that taxing and yet almost everyone has problems in it.

I was thinking about it more and well-done horror does make me tense and give me a good scare, but I feel excited and eager to consume it anyway. It's somehow fun to see a scary story play out. Stuff like Dreadhalls... You're in it and it's happening to you. I think it replicates feeling frightened for your life.

Bebpo, I described Ocean Rift having that same unsettling effect in the vast and desolate darkness. I've read quite a bit of Lovecraft and that gut feeling during Ocean Rift was the most "real" that Lovecraftian horror ever came to being in my mind (more than stuff like Eternal Darkness). I know this demo was nothing like that, but I kept expecting something really terrible in the depths.
 
Bebpo, I described Ocean Rift having that same unsettling effect in the vast and desolate darkness. I've read quite a bit of Lovecraft and that gut feeling during Ocean Rift was the most "real" that Lovecraftian horror ever came to being in my mind (more than stuff like Eternal Darkness). I know this demo was nothing like that, but I kept expecting something really terrible in the depths.
This is a bit off-topic, but given your mention of vast, desolate darkness, you might enjoy NaissanceE: http://store.steampowered.com/app/265690/

I wouldn't recommend it for everyone, and it's not a VR game. In fact, that's probably a very good thing, because this is a SEIZURE WARNING game in a few levels with very intense black/white annoying effects.

If you can get past the annoying effects, and some annoying gameplay segments, the sense of exploring vast, abandoned, huge, brutalist architecture is pretty unique.
 
Yeah I worked that out too. Monitor capture is working for every OR game, but the latency is just too high while using it.

Didn't you have any side effect like more latency or lower framerate?

i didn't notice anything like that really. i'm on an i5 2500k and a GTX 680 and Dreadhalls doesn't seem very demanding.
 
Alright, I just downloaded a bunch of new demos. I tried Cyberspace, a lazily done carnival ride that spins you on the arm of a long swinging pole, with a couple mannequins as your co-passengers. It actually made me a little nauseous in the good way, because my brain was confused by the visual of motion happening while not physically experiencing any. Congrats to whoever slapped that together. Next I tried Der Grosse Gottlieb, which starts with you in a chair on top of a stack of chairs over a mountain range with a gramophone next to you, and Helix, another rollercoaster demo. Those last two start with the demo halfway between my screen and the Rift itself. I can Alt+Enter to make it fullscreen and completely viewable on the Rift, but they both stutter like crazy. Has a fix been announced for that, or is it just something on my end? I hate loading something up only to find out it runs like complete trash.

Also, I have a demo called Enter the Train, but I get an error message saying I "MSVCR120.dll is missing from your computer". Is that something I should already have?
 
I feel like I'd disagree since that puts you NOT in control of your own motion, which is one of the huge sacred rules of VR and motion sickness.

With a car or controller or keyboard or mouse or whatever you can at least control where you go, and when you're going to drop, etc.

Really? I only tried the VR once, but I thought some people felt sick because of having to move around while looking, and the movement not feeling as natural? I'm mostly talking about FPS games, rather than things like racers or (the one I'm looking forward the most because I love the game itself) Elite Dangerous, where you are in control, but still stay on your seat.
Basically rides would let you look around without having to worry about the movement.
 
You need to install the Visual C++ 2012 redistributable. Get it from Microsoft.

There are three versions, which one do I need? They're all vcredist: x64, x86, or arm? Should I install them all?

My DK2 is defective and i have to send it back and get a replacement.

Fuck.

Sorry, man. :( What's the problem? Mine has a faulty HDMI cable, so I have to use my own 6 foot HDMI, which restricts how far away from my laptop I or others can be.

EDIT: Ugh, holy shit. Just tried the Miku dancing concert demo, and it has the split window/fullscreen flashing problem too. It also claims I'm out of the camera range, when I know for a fact I'm not. Do different demos require the player to be at different distances from the tracking camera? The Totoro demo often claims I'm out of range; when I showed it to my girlfriend, I had to hold the camera literally 5 inches away from the Rift on her face.

EDIT2: Still having problems with stuff. Decided not to rant about it. I'm sad.
 
I am quite concerned with how many people are talking about judder, I should
Have my rift in October and will be running it on a 780ti.

I notice it seems to be the head tracking that's causing the judder as people have mentioned no judder when using the mouse, do you feel software should be able to fix this or is it a hardware problem?
 
I am quite concerned with how many people are talking about judder, I should
Have my rift in October and will be running it on a 780ti.

I notice it seems to be the head tracking that's causing the judder as people have mentioned no judder when using the mouse, do you feel software should be able to fix this or is it a hardware problem?

I have a 670 GTX and an i5 2500 (not even the K). My system is running 90% of the demos without judder. Half-Life 2 is the only one that will not run correctly.

I think it's more software related than hardware. Some games run perfectly, while others suffer from 60hz juddering. Even setting to primary display doesn't help some games.
 
Really? I only tried the VR once, but I thought some people felt sick because of having to move around while looking, and the movement not feeling as natural? I'm mostly talking about FPS games, rather than things like racers or (the one I'm looking forward the most because I love the game itself) Elite Dangerous, where you are in control, but still stay on your seat.
Basically rides would let you look around without having to worry about the movement.
Yeah I agree, any seated experience is generally fine, whether you are in control of the movement or not (although if the ride is extreme and you don't like them in reality then you probably won't like them in VR either). It's the ones where you can walk about freely that are more likely to mess you up.
 
Yeah I agree, any seated experience is generally fine, whether you are in control of the movement or not (although if the ride is extreme and you don't like them in reality then you probably won't like them in VR either). It's the ones where you can walk about freely that are more likely to mess you up.
Yeah. I can only play Half-Life 2 for about a half hour before I have to stop.
 
I am quite concerned with how many people are talking about judder, I should
Have my rift in October and will be running it on a 780ti.

I notice it seems to be the head tracking that's causing the judder as people have mentioned no judder when using the mouse, do you feel software should be able to fix this or is it a hardware problem?
For me, Judder is completely eliminated for everything which uses the latest 0.4.1 SDK and direct mode - as long as I can hold the framerate of course.
 
System Specs: i7, 16GB RAM, GTX 770

Demos I've tried include:
4th Floor
Fairy Forest
Mining Mike
Mortal Kombat Pit Level demo
Mueseum of Games 2
Ocean Rift
Pantheon
Sistine Chapel
Tuscany
Snowboarding
Space1999
Subway car
The little plane that could
Urban Coaster
VR SkiJump

ect. I've been trying to sort them out into DK1 and DK2

Interesting. I wonder if there were updates. I don't think Tuscany (download, not SDK version) and Ocean Rift were compatible with DirectToRift when I received my DK2, had to -force-d3d11 and -adapter N for both.

Either way, you are literally the only person I know that has had a flawless experience and I would be happy as shit to have that under my belt.

I have a similar system but with a lot of the more popular apps (World of Diving, Live For Speed, Half Life 2, Senzo Peso (sp?), Vanguard V, Totoro, Spirited Away, and some others) I have to do some tweaking and there is still some judder.

Maybe it's the AMD card, who knows?
 
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