Oculus Rift DK2 Thread

it would look ridiculous and awful.

Basically, it would be 3d models hovering in front of a large flat wall.

Yeah, the only way it would work is in a mode that displays the game on a virtual screen like those movie theater programs.
 
Yeah, the only way it would work is in a mode that displays the game on a virtual screen like those movie theater programs.

You could *possibly* make it work as a point cloud, because I believe the backgrounds have per pixel depth information for collision and lighting purposes, but it'd be like any reprojection method where you'd have lots of blind spots.
 
it would look ridiculous and awful.

Basically, it would be 3d models hovering in front of a large flat wall.


Well, i tried it out and you only get the poly models-nothing else. Curiosity satiated. :)

I also tried PN03. It actually worked pretty well. You dont get a hud but overall is was the smoothest experience ive had.
 
I also tried PN03. It actually worked pretty well. You dont get a hud but overall is was the smoothest experience ive had.

Hmm...

XrKdPjK.gif
XrKdPjK.gif
 
Well, i tried it out and you only get the poly models-nothing else. Curiosity satiated. :)

I also tried PN03. It actually worked pretty well. You dont get a hud but overall is was the smoothest experience ive had.

Can you lean in and stick your face directly into Vanessa's asscheeks?
 
I really wish they would fix the problem with the view in vehicles in HL2. It makes no sense because the airboat works fantastically, but everything after that is all distorted. Makes those segments really hard to play.
 
Just got my rift on Friday and was hoping I could get some advice on the best way to set it up.

I have been able to try the demos like Tuscany, Ocean Rift and some of the UE4 demos but for Half Life 2, pCars and War Thunder it has been a tricky experience.

Half life 2 I have been able to run but it is really judder anytime I move my head. I have it set to run at 75hz, 76 fps (which my PC is hitting) and it still happens. When I make the rift my primary display I am not able to active VR from the games menu. I click but nothing happens.

Project Cars I don't even know where to begin setting it up. There is nothing in the menu for enabling the rift but I am sure there is some way to do it. I haven't been able to find any support online in the way of guides.
 
Took a couple of my gamecube titles for a spin. I'm still ripping the rest of my small collection. Killer 7 has the same hit detection issues that D3D mode has in 2D (rendering it impossible to play) and certain graphical effects go crazy in VR... however it still looks really cool.

Resident Evil 4 and Wind Waker I was getting weird corrupted polygons with the most recent Dolphin VR build. (which I downloaded here: https://www.dropbox.com/s/qblkeeug3z95urc/dolphin-vr-x64-4.0.exe?dl=0)

Most annoyingly the laser sight in RE4 was one of the things that was corrupted so aiming wasn't really possible. It still looks really cool, even with the black bars and weird coloured squares stuck to the HUD. Hopefully there is a way to hide just those specific elements, but it's neat anyway.

F-Zero wasn't running at a locked 60 fps on every track with the quick settings I stuck in (which had AA and scaling and stuff turned up) but it got close on certain tracks and even with the track chunks visibly popping in at times... oh man.

I started P.N. 03 ripping last night, and haven't had time to try it, and I started Super Monkey Ball 2 ripping this morning before work. That could be interesting...

Still on my shelf I have Donkey Konga (which I don't think I'll try), SMSunshine, Ikaruga, Japanese Four Swords + (with Tetra's trackers) and the RE games, of which only Code Veronica seems a likely candidate for interesting VR things.

I was kind of bummed out to see that I can't transfer my Tri-Def license, but then less bummed out when I saw they still hadn't added DK2 support. New VanguardV build to try out tonight also!

I tried the updated Ghibli demos last night to see what the newest Oculus runtime was all about and the fixed chromatic aberration counteraction is MUCH improved.

My new PC seems to like the DK2 a lot more than my old one, and I was happy to see UE4 officially updated to 4.4.1 with built in support for the Oculus service working. I hope to get some more work done on my game soon, and hope to have a polished demo before too long. Visiting family just left after being with us for five weeks or so, so progress has been slow.
 
Just got my rift on Friday and was hoping I could get some advice on the best way to set it up.

I have been able to try the demos like Tuscany, Ocean Rift and some of the UE4 demos but for Half Life 2, pCars and War Thunder it has been a tricky experience.

Half life 2 I have been able to run but it is really judder anytime I move my head. I have it set to run at 75hz, 76 fps (which my PC is hitting) and it still happens. When I make the rift my primary display I am not able to active VR from the games menu. I click but nothing happens.

Project Cars I don't even know where to begin setting it up. There is nothing in the menu for enabling the rift but I am sure there is some way to do it. I haven't been able to find any support online in the way of guides.
For Project CARS, you probably want to look in the PCARS general forum, Oculus Rift thread. I think at least one person made some summary posts about the settings that work best with it, but it may still require a bit of digging to find it.
 
Has anybody tried Volo Airsport with their DK2 yet? I bought it but just realized the Rift implementation doesn't support AMD yet. I'm dying to see it in the Rift. I want to set up a box fan to blow on my face while using it.
 
I would advise against making a fast-moving FPS like HL2 the first thing you try in VR - I'd suggest something seated like Titans of Space (once you're comfortable in the included Desk Demo).
 
My initial thoughts:

So I awoke this morning to receiving an email telling me that my Oculus had shipped. Great news, I thought. I soon saw the arrival date said today and assumed it was totally off-base; thankfully I was wrong.

Slowly took my time setting everything up and after some minor tinkering, tried out the Tuscany Villa demo to start off. Wow; it's been great reading people's impressions and seeing videos of the Oculus Rift, but nothing compares to actually trying it out yourself. I legitimately felt nauseous at certain points, especially overlooking higher areas, as well as moving quickly. This feeling persisted in other games when I ran and/or jumped. It wasn't a deal-breaker, but a prevalent feeling nonetheless.

Another standout was Dreadhalls...the implementation of the DK2 worked great and I was legitimately frightened playing. Played some other smaller demos including the cool Villa Savoye, Matrix demo, as well as the full game, Elite. Couldn't figure how to look around the cockpit in my brief few minutes using it in Elite, but I'll tinker around later. Also had a blast running through the Kokiri Forest demo.

Couldn't run Star Hill VR-claimed I was missing msvcr120.dll? Not sure.

Overall, quite happy with the DK2 so far. There's some fuzziness to the visuals, but I haven't had any serious judder in the above examples. My main issue is the nausea, as I did have to lay down for a bit after using the device; hoping this issue subsides over time.
 
Takes a while to get your legs, from what I've heard. It's the disconnect between what your eyes see and what your inner ear feels.

Mine will be here on Thursday if UPS doesn't screw it up too badly, otherwise Friday.
 
Just checked out Half-Life 2 and was really impressed, though the nausea's especially strong on this one for me. Bah, hope it dies down-otherwise having a blast with this.
 
Will games still work with the DK2 when the CV1 is out? Say if you plan to stick with it till CV2 or something - or will retail games likely have to change things enough to possibly make it incompatible?

Very close to pulling the trigger but don't want it to be a product with an expiry date.
 
Will games still work with the DK2 when the CV1 is out? Say if you plan to stick with it till CV2 or something - or will retail games likely have to change things enough to possibly make it incompatible?

Very close to pulling the trigger but don't want it to be a product with an expiry date.

I don't know.. There's no guarantees. It's a dev kit, it should retain some compatibility. But either way, I'd recommend you to expect nothing whatsoever before you jump on the bandwagon. Because in my mind that's the key to enjoy it as a non-developer. The DK2 is completely awful as a consumer device (and it's flaws), yet so exceptionally brilliant in what it does right.
 
Will games still work with the DK2 when the CV1 is out? Say if you plan to stick with it till CV2 or something - or will retail games likely have to change things enough to possibly make it incompatible?

Very close to pulling the trigger but don't want it to be a product with an expiry date.
Then wait for CV1. DK2 has the feel of a not quite finished product, and since it's not the commercial device, there will be very little incentive for developers to continue supporting it.
 
Hey guys. Finally back from vacation! lol Seems like I missed many updates. Anyway for those who use the B lenses, I recently got new glasses and my new prescriptions are .425 and .475 and the B lenses work perfect for me.

Just wanted to give some info as to how well the B lenses work. As you can see, I'm practically blind and they work fine.
 
Install the latest Microsoft Visual distributable.

Yeah, I'm not sure; I've tried reinstalling that now a few times to no luck.

Anyone have any help/recommended settings for Elite? The resolution seemed lower and the text quite blurry. If there's no real "fix" at the moment, no worries.
 
I don't know.. There's no guarantees. It's a dev kit, it should retain some compatibility. But either way, I'd recommend you to expect nothing whatsoever before you jump on the bandwagon. Because in my mind that's the key to enjoy it as a non-developer. The DK2 is completely awful as a consumer device (and it's flaws), yet so exceptionally brilliant in what it does right.

Then wait for CV1. DK2 has the feel of a not quite finished product, and since it's not the commercial device, there will be very little incentive for developers to continue supporting it.

Bit tough to accept a dead product after a few months at a little under £300, no matter its actual purpose. Think I may have to wait but logically - I assume it should work since it's what is being given to devs to get it working.

I'm just thinking if they switch it up significantly and use other methods of tracking? It could be made incompatible right?

Does DK1 still work on things meant for DK2 now?
 
Showed my friend some more demos yesterday. I retook his IPD (both times with the online webcam card method) and put it in, but he said it looked way blurrier than the first time. Moving the lenses s close as possible made it better. I had him try a bunch, but the most notable ones were Dreadhalls and the Miku demo.

I have a video of him playing Dreadhalls which I'll try to upload later, but the bottom line is that he was unimpressed. I was really hoping to get him scared like I was, but he thought all the monsters looked dumb, the atmosphere want creepy, and the labyrinth was lamely designed. The gargoyle did give him a jump scare moment when he turned around once, but it also blocked him into a tiny room, so he couldn't go anywhere and had to start over. I don't know how much was the demo being very rough and how much was the whole setup process and upkeep, but he didn't think it was good at all, and even laughed at the girl.

The Miku demo was good, except for the fact that it got an error message every 30 seconds that I had to intrusively remove for him to continue ogling the characters. It also did that bullshit of claiming the headset was out of camera range despite being well within it, so I had to move the camera way close.
 
Not sure why some people insist on using something else than the Oculus Tool to measure the IPD.

The webcam method is flawed because you're not focusing at infinity and therefore your IPD will be narrower than what the SDK needs to know.
 
Bit tough to accept a dead product after a few months at a little under £300, no matter its actual purpose. Think I may have to wait but logically - I assume it should work since it's what is being given to devs to get it working.

I'm just thinking if they switch it up significantly and use other methods of tracking? It could be made incompatible right?

Does DK1 still work on things meant for DK2 now?
Not saying you should get the DK2, but CV1 isnt gonna be out til late next year most likely, so its not gonna be dead after just a few months.
 
Not sure why some people insist on using something else than the Oculus Tool to measure the IPD.

The webcam method is flawed because you're not focusing at infinity and therefore your IPD will be narrower than what the SDK needs to know.

The Oculus Tool can be imprecise and measure incorrectly for people with extremely wide IPD like myself. Personally, I went to the optometrist while getting my eyes checked and had him measure my IPD. The Oculus tool was way, way off for me.
 
Not saying you should get the DK2, but CV1 isnt gonna be out til late next year most likely, so its not gonna be dead after just a few months.

Damn. That is a long time. Fuck it. I had heard Q1-Q2, but if it's anyones guess then I want in. It should work... I should have a new job by then... :P OK let's do it.

6-8 weeks. Not unbearable.

I know there's that conference in a bit and all...but I'm weak.
 
Damn. That is a long time. Fuck it. I had heard Q1-Q2, but if it's anyones guess then I want in. It should work... I should have a new job by then... :P OK let's do it.

6-8 weeks. Not unbearable.

I know there's that conference in a bit and all...but I'm weak.

The conference is in nine days. If you're on the fence about it I'd at least wait until then.
 
The Oculus Tool can be imprecise and measure incorrectly for people with extremely wide IPD like myself. Personally, I went to the optometrist while getting my eyes checked and had him measure my IPD. The Oculus tool was way, way off for me.

I should go to an optometrist as well. The IPD that the Oculus tool shows for me (69ish) is giving me severe headache. I reduced it step by step and am very comfortable with the 66 I got now but I dunno... would prefer "hard facts". I'm curious how Oculus wants to solve this for CV1.
 
The Oculus Tool can be imprecise and measure incorrectly for people with extremely wide IPD like myself. Personally, I went to the optometrist while getting my eyes checked and had him measure my IPD. The Oculus tool was way, way off for me.

What were the side affects of having an imprecise setting in the system? I sometimes get a weird movement but I'm not sure if it's just the demo or calibration. It's hard to explain but it's like the headset is 'attached to the world' and if I move one way it kind of 'moves the world' too a slight amount with it.

Not all demos though.
 
Not sure why some people insist on using something else than the Oculus Tool to measure the IPD.

The webcam method is flawed because you're not focusing at infinity and therefore your IPD will be narrower than what the SDK needs to know.
The DK2 Oculus IPD Tool was off by 2 mm compared to what I was told at an eye doctor. Oddly enough, I think the DK1 measurement was almost exactly correct.
 
My tool's called a "doctor". They're pretty accurate, too.

The DK2 Oculus IPD Tool was off by 2 mm compared to what I was told at an eye doctor. Oddly enough, I think the DK1 measurement was almost exactly correct.

Maybe I wasn't clear enough. I was, but for the sake of diplomacy...

The API needs your "far" IPD. When looking at infinity. Which will be slightly wider than what the doctor will measure.

I'm not inventing this. Someone from Oculus (pretty sure it was Palmer) mentioned that on Reddit a while ago.

Anyway, use whatever the fuck feels better to you I guess.
 
The API needs your "far" IPD. When looking at infinity. Which will be slightly wider than what the doctor will measure.
Your doctor, maybe. The thing with doctors is that they're interactive, you can say something like "I need my far IPD", and they actually know what you're talking about.

In other words, yes, I already knew that. I knew that long before Oculus made their statement, because I understand the fundamentals of how the system functions and how the lenses and screen works, and I know this from personal experience and not just because "Oculus said so".

The built-in measuring tool is nowhere near the end-all, be-all of IPD measurement. Not even close. It's one small tool in a very large toolbox.
 
In general, how do you all rate the improvement of the screen door effect? I'd say that was the only real jarring thing with the DK1. And the lack of resolution on the screen. Which seems to be inherently fixed with the higher resolution screen. But how about that screen door effect? A lot of improvement..?
 
Maybe I wasn't clear enough. I was, but for the sake of diplomacy...

The API needs your "far" IPD. When looking at infinity. Which will be slightly wider than what the doctor will measure.

I'm not inventing this. Someone from Oculus (pretty sure it was Palmer) mentioned that on Reddit a while ago.

Anyway, use whatever the fuck feels better to you I guess.
Do you have a source for this, please? How far is "far" compared to infinity, and what's the difference?

Also, why is the far IPD different between DK1 and DK2 using the built-in measurement tools?

Palmer replied very briefly to suggest the DK2 measurement tool should be used (http://www.reddit.com/r/oculus/comments/2dbkh2/recommend_people_to_go_to_an_optician_to_measure/), but I didn't notice many sources explaining the justification behind it, and how it's accurate. There may be some, and I just missed it, or I'm ignorant. I do wonder why the DK1 would be different, though.
 
Your doctor, maybe. The thing with doctors is that they're interactive, you can say something like "I need my far IPD", and they actually know what you're talking about.

In other words, yes, I already knew that. I knew that long before Oculus made their statement, because I understand the fundamentals of how the system functions and how the lenses and screen works, and I know this from personal experience and not just because "Oculus said so".

The built-in measuring tool is nowhere near the end-all, be-all of IPD measurement. Not even close. It's one small tool in a very large toolbox.

Jesus Fucking Christ, did I run over your dog or something?

Fine, you're the IPD expert. Good for you! But maybe the guys using a credit card and a webcam didn't know the difference between the far and near IPD and I just thought I'd post what I had learned on the matter.

Anyway, for what it's worth, the Oculus tool gives me 66.6mm and this method gave me 67. YMMV.
 
Does anyone else have a problem with the blurriness of everything outside the immediate center of the lenses? That's my biggest issue with DK2, possibly more than the setup and general "not working" stuff. I'd like to be able to look around at least a little bit with my eyes.
 
Does anyone else have a problem with the blurriness of everything outside the immediate center of the lenses? That's my biggest issue with DK2, possibly more than the setup and general "not working" stuff. I'd like to be able to look around at least a little bit with my eyes.

Heh.. Compared to the DK1, the center clarity on the DK2 is actually much improved :) Yes everyone is experiencing this blurriness varying a little depending on the setup. I'm posting from my phone now but there are pictures on the net showing the normal area of clarity and comparison to the DK1.
 
Too late, they nabbed my deposit.

Haha, you're just as weak as the rest of us :D welcome my brother!

Don't worry you'll have a great time with it, just turn your expectations to zero and expect some frustrations when figuring out how to make experimental drivers work on experimental software work on experimental hardware ;-) it's already better than just a few weeks ago though.
 
Heh.. Compared to the DK1, the center clarity on the DK2 is actually much improved :) Yes everyone is experiencing this blurriness varying a little depending on the setup. I'm posting from my phone now but there are pictures on the net showing the normal area of clarity and comparison to the DK1.
I never tried the DK1. I hope they improve the clarity exponentially for the consumer model. The first thing almost everyone says when they put on the DK2 and I ask if they can see anything is "It's blurry..." Then I have to explain the sweet spot and hope they adjust it to make things clear enough.

Do they sell any of the individual parts of the DK2? The non-working HDMI cable that came with it is real annoying; the cable I substituted is so short that I can't put my laptop more than a few feet away from the person wearing the headset, which makes demo setup that much more of a hassle. Also, I wish there was a headphone jack on the Rift itself. The setup is worse with an even shorter cord added to the mix.
 
In general, how do you all rate the improvement of the screen door effect? I'd say that was the only real jarring thing with the DK1. And the lack of resolution on the screen. Which seems to be inherently fixed with the higher resolution screen. But how about that screen door effect? A lot of improvement..?

Still there , but indeed there is a lot of improvement due to both resolution and pixel pattern.

The resolution is still a lightyear away from being "fixed", 1080p is still not a good solution for a consumer product. I mean, if you shape the experience to be "corridor-shooter"-like in scope then it will do ok. But for normal general purpose consumption of seated experiences like f.ex. racing games, flight simulators, in fact all experiences with a large draw distance, 1080p is complete utter shit. With that said the short burst experience of f.ex. the feeling of sitting inside a car racing in an environment which almost appears tangible is still pretty damn amazing and mind blowing on the DK2, compared to the DK1 (of course the OLED blackness level and 75Hz low persistance mode is helpful on the general experience here).
 
Haha, you're just as weak as the rest of us :D welcome my brother!

Don't worry you'll have a great time with it, just turn your expectations to zero and expect some frustrations when figuring out how to make experimental drivers work on experimental software work on experimental hardware ;-) it's already better than just a few weeks ago though.

Thanks, really looking forward to it but will try and remind myself not to expect to be able to jump in. Cheers!
 
So I tried out the newest version of Virieo Perception that supports positional tracking on the DK2, and while it's still not something I'd recommend, it's definitely getting there. Bioshock 1 had a number of what I would call major issues, but the scale finally felt right, and low persistance and positional tracking really made me feel like I was in Rapture (when shadows weren't freaking out, or the left eye turning white, or weird red symbols popping up in the top left corner of the screen).

I downloaded L4D2 to try with it tonight since that is meant to work. Most everything else I tried didn't work at all. Bioshock 2 loaded but headtracking didn't work and it just displayed in 2D. Alan Wake loaded to the title screen with virieo enabled once, but it crashed when I tried to load the actual game, and I couldn't even get that to work again after. AVP I couldn't get to load.

Only games with a DX9 pathway are supported, and even then most don't seem to work at all, but Bioshock worked well enough that I could see potential in these injectors for the first time. Still not there at all... but now I think the endeavor might end up being worthwhile.

I really hope they get Zen Pinball or The Pinball Arcade working. Pinball in VR with positional tracking would be incredible.
 
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