Oculus Rift DK2 Thread

New favourite DK2 demo.. Beneath (underground mine-cart coaster?)

http://khenavr.blogspot.ca/2014/09/beneath-vr-experience-for-oculus-rift.html

Much appreciated-I have a friend coming over this afternoon to check out the DK2; this sounds great.

Having had it for a couple days now, still feeling pretty bad nausea, moreso in busier demos/games. How are other people's levels of nausea while using the DK2? For those who've had it for more than a couple weeks, how do you feel now?

Cheers
 
Much appreciated-I have a friend coming over this afternoon to check out the DK2; this sounds great.

Having had it for a couple days now, still feeling pretty bad nausea, moreso in busier demos/games. How are other people's levels of nausea while using the DK2? For those who've had it for more than a couple weeks, how do you feel now?

Cheers

I could only play seven demos with the DK1 before stopping altogether. The motion sickness was just too much. With the DK2, however, I have yet to get sick. I always feel fine when I take it off.

The only times I have felt slightly off were during Cyber Space, a crazy amusement park ride demo where you are supposed to feel that way (my body felt the same way it does on roller coasters), and Temple of Merk, the first Razer Hydra demo I've played, where you are frantically moving about and fighting monsters. I was playing on a very empty stomach, however, and am returning to the demo today after I eat to see whether it was me or the game.

It was very minor, though. Once I got some food into my system I felt better.

Also, not sure if you have tried it, but I showed off The Matrix VR to eight people the other day and it was a huge hit. There are four different gameplay segments and only one of them requires a controller. The rest can be experienced with just the headset, which should cut down on motion sickness issues.
 
You guys should check out The LEGO Movie 3D in MaxVR or something if you haven't already. The 3D is really great and the movie is awesome as well :D

Much appreciated-I have a friend coming over this afternoon to check out the DK2; this sounds great.

Having had it for a couple days now, still feeling pretty bad nausea, moreso in busier demos/games. How are other people's levels of nausea while using the DK2? For those who've had it for more than a couple weeks, how do you feel now?

Cheers

I feel very good. Got bad headache after my very first session but I'm good with it now. Obviously flying loopings in a jet etc messes with my brain but that obviously is not the Rifts fault.
 
Having had it for a couple days now, still feeling pretty bad nausea, moreso in busier demos/games. How are other people's levels of nausea while using the DK2? For those who've had it for more than a couple weeks, how do you feel now?

Cheers

I got bad nausea with the DK1. I don't get any with the DK2, although a few friends have removed the headset after a couple of seconds with Cyberspace and Urban Coaster claiming to feel sick. Pussies :)
 
I could only play seven demos with the DK1 before stopping altogether. The motion sickness was just too much. With the DK2, however, I have yet to get sick. I always feel fine when I take it off.

The only times I have felt slightly off were during Cyber Space, a crazy amusement park ride demo where you are supposed to feel that way (my body felt the same way it does on roller coasters), and Temple of Merk, the first Razer Hydra demo I've played, where you are frantically moving about and fighting monsters. I was playing on a very empty stomach, however, and am returning to the demo today after I eat to see whether it was me or the game.

It was very minor, though. Once I got some food into my system I felt better.

Also, not sure if you have tried it, but I showed off The Matrix VR to eight people the other day and it was a huge hit. There are four different gameplay segments and only one of them requires a controller. The rest can be experienced with just the headset, which should cut down on motion sickness issues.

Thanks for the reply (and other posters as well).

I've had it since Tuesday afternoon now, and do find the nausea has lessened a bit, but it still feels like I can only play in short bursts. Whether through minor eye strain/nausea/disorientation, I can only seem to last a few minutes at a time for the most part.

I have played the Matrix demo as well, thanks. It's especially cool when they replicate the "
You are the one" speech and all the green computer code suddenly makes up the environment :)

Had my friend over this afternoon and his nausea seemed worse than mine; he lasted a couple minutes or so each through the Italian Villa, Dreadhalls, and then Visir demos before calling it quits.

Sounds like there is an adjustment period to getting used to it, although it sounds like you guys generally have had a better go of it than me. Not a huge deal though...still blown away by the promise of "presence" actually being true for me. The fact that it's awesome now, and will only improve over time through software and/or hardware is exciting :)
 
Tomorrow night, I join the club. Tomorrow's going to be a long day, but at least I already know I've got a ton of stuff to keep me busy at work, so hopefully it'll go by pretty quick.

I'm planning on taking it very slow, though. Get everything calibrated and set, do the basic desk demo, Tuscany, and then go from there. I'm not going anywhere near the roller coasters until I'm sure I've got my VR legs. Probably won't get around to playing any actual games tomorrow night, maybe try some Elite:Dangerous on Saturday if I don't have any other issues. If I don't have any problems with that game... well, tell my wife I love her, because I'll probably be in there for a while.. lol.
 
Tomorrow night, I join the club. Tomorrow's going to be a long day, but at least I already know I've got a ton of stuff to keep me busy at work, so hopefully it'll go by pretty quick.

I'm planning on taking it very slow, though. Get everything calibrated and set, do the basic desk demo, Tuscany, and then go from there. I'm not going anywhere near the roller coasters until I'm sure I've got my VR legs. Probably won't get around to playing any actual games tomorrow night, maybe try some Elite:Dangerous on Saturday if I don't have any other issues. If I don't have any problems with that game... well, tell my wife I love her, because I'll probably be in there for a while.. lol.

Nice, congrats on it arriving finally.

I told my girlfriend that she'd likely be seeing less of me once the Oculus arrived. Alas, I broke the news to her that I couldn't leave her for Oculus, due to it making me sicker faster than she possibly could :p
 
Thinking of just dropping the money for Elite. There's just a dearth of playable content and the quick demos aren't doing it.

Regarding nausea and motion sickness, it does get better. I can play most roller coaster demos with little issue, whereas I felt "not good" at first.
 
Super duper tempted to buy a dev kit.

Would you guys (who own it) recommend the Oculus Rift DK2 to someone who is not a developer?

I tried it recently and was just blown away trying demos. Would you guys recommend I wait for a consumer version, or is there plenty of content now to justify a purchase?

I'm very familiar with setting up hardware/software on PC. The non-user friendly aspect of the device in its current state is not an issue to me. Thanks!
 
Thinking of just dropping the money for Elite. There's just a dearth of playable content and the quick demos aren't doing it.

Regarding nausea and motion sickness, it does get better. I can play most roller coaster demos with little issue, whereas I felt "not good" at first.

Elite is the one game where I never experienced motion sickness... I'd say go for it.
 
Elite is the one game where I never experienced motion sickness... I'd say go for it.

Any advice for making Elite look better? What resolution/modes for displays, etc. are you running, if you don't mind answering? I've played the game previously, but once I was using Oculus, I couldn't figure out how to look around the cockpit in realtime nor make out most of the text.
 
Super duper tempted to buy a dev kit.

Would you guys (who own it) recommend the Oculus Rift DK2 to someone who is not a developer?

I tried it recently and was just blown away trying demos. Would you guys recommend I wait for a consumer version, or is there plenty of content now to justify a purchase?

I'm very familiar with setting up hardware/software on PC. The non-user friendly aspect of the device in its current state is not an issue to me. Thanks!

I wouldn't recommend buying a DK2 as a non-developer unless you are completely comfortable with shelling out $350 for it and then another potential $400 for the actual consumer release in a matter of months/year. There are very few full games that support the DK2 at the moment.
 
Any other ways to play 3D movies? I don't have MaxVR and Riftmax just crashes on me every time...

LiveView Rift is free and is supposed to be really good as well (even tho not as easy to use as MaxVR / RiftMax apparently).
But if you got the few bucks to spare, MaxVR is my favorite player so far.
 
As far as stuff beyond the demos go, Quake 2, Quake, and to a lesser extent HL2 are all a lot of fun (especially if you haven't played through them yet) but it's hard to say how well you'll be able to handle them. Suwako-chan Cubic is a solid STG, not the greatest, but it utilizes the Rift extremely well and kinda seems unplayable without it. It's a good game that one could get a bit of mileage out of. Doom and Skyroads are okay.

Elite's the big deal though, definitely.
 
Anyone have experience with VorpX? People's impressions had me bite the bullet but still can't figure out how to get it working on the Rift properly.
 
Well, this VR thing is definitely the real deal. First impressions:

Desk demo: First VR experience, so yeah.. it blew my damn mind. I was leaning in, looking at stuff, getting a weird disconnect when I held my hands up in front of my face but couldn't see them. The head and positional tracking was absolutely perfect. So much so that at first I didn't even notice that it was working, movement and looking around was just so natural.

Tuscany: Not as mindblowing, possibly because I've seen so much footage of it. This was the first one I had movement in, and I felt it right away. Not sickening, but definitely different. Had some fun leaning over the rails to look down and feeling my belly hit the side of my desk IRL. It was also the first one that I noticed the resolution.. I have very good vision IRL, particularly at far distances, so seeing things in the distance reduced to pixels was definitely noticeable.

Sightline The Chair: Bad judder, but actually didn't affect me that much, it was like playing at game at low framerate. Noticeable, but that's it. The scale of this one seemed a bit off, everything was slightly too small. Especially noticeable with the car and inside the brick room with the sofa and such. Camera position seemed a bit off, too, I was sitting slightly above myself, so it's like it was scaling up my entire body slightly. I wasn't in an ideal position for this one (kinda slouched in my computer chair), so I had a hard time getting it to transition scenes because I couldn't easily turn all the way around to look behind me.

So far the only "problem" I would say I have is the way Windows is treating it. The desk demo and Tuscany both ran perfectly fine without me having to do anything, but I had to really fiddle with the display settings to get Sightline to render to the Rift, it kept wanting to put it on my monitor. Making the Rift my primary display, dragging the window over, then Alt-Entering from there to make it full-screen did the trick, but in the process Windows relocated all of my desktop icons to the Rift, which is a serious pain in the ass to get them moved back over again. I was going to boot up Titans of Space, but it gave me the same shit, so I'll skip it and try it later. I'll dig through the dev forums for some ideas.

On the topic of resolution: Yes, it's too low. I can see this from a technical standpoint, particularly when viewing things at a great distance, but it's not something that I wasn't expecting, so I don't consider it a major drawback. Honestly, considering my sharp far-vision IRL, even a 4K display, hell, an 8K display, wouldn't even come close. It's going to be a limitation of the tech no matter what they do. For the people screaming about 4K, yes it will help, but it's not going to get rid of it, not by a long shot.

On the topic of the Screen Door Effect: Yes, I can see it, but no, I don't care. It completely vanishes when you move your head because your eyes remain focused on objects around you, just like IRL. And it seems I'm always moving my head around in there looking at things. And again, something I was expecting, knowing how the thing works. Not an issue.

Field of Vision: Could be higher, but I didn't find it distracting or even noticeable, really. Looking back, I honestly can't remember if I was seeing the edges or not. And since you really do have this thing hanging off your face IRL, it's easy for your brain to slip into "goggle" mode and just ignore it. Wasn't an issue.

All in all, I'm pretty impressed. The "presence" thing is absolutely real. I just need to get my VR legs when it comes to motion (that bit at the end of Sightline threw my senses for a loop, so to speak).
 
Well, this VR thing is definitely the real deal. First impressions:

Desk demo: First VR experience, so yeah.. it blew my damn mind. I was leaning in, looking at stuff, getting a weird disconnect when I held my hands up in front of my face but couldn't see them. The head and positional tracking was absolutely perfect. So much so that at first I didn't even notice that it was working, movement and looking around was just so natural.

Tuscany: Not as mindblowing, possibly because I've seen so much footage of it. This was the first one I had movement in, and I felt it right away. Not sickening, but definitely different. Had some fun leaning over the rails to look down and feeling my belly hit the side of my desk IRL. It was also the first one that I noticed the resolution.. I have very good vision IRL, particularly at far distances, so seeing things in the distance reduced to pixels was definitely noticeable.

Sightline The Chair: Bad judder, but actually didn't affect me that much, it was like playing at game at low framerate. Noticeable, but that's it. The scale of this one seemed a bit off, everything was slightly too small. Especially noticeable with the car and inside the brick room with the sofa and such. Camera position seemed a bit off, too, I was sitting slightly above myself, so it's like it was scaling up my entire body slightly. I wasn't in an ideal position for this one (kinda slouched in my computer chair), so I had a hard time getting it to transition scenes because I couldn't easily turn all the way around to look behind me.

So far the only "problem" I would say I have is the way Windows is treating it. The desk demo and Tuscany both ran perfectly fine without me having to do anything, but I had to really fiddle with the display settings to get Sightline to render to the Rift, it kept wanting to put it on my monitor. Making the Rift my primary display, dragging the window over, then Alt-Entering from there to make it full-screen did the trick, but in the process Windows relocated all of my desktop icons to the Rift, which is a serious pain in the ass to get them moved back over again. I was going to boot up Titans of Space, but it gave me the same shit, so I'll skip it and try it later. I'll dig through the dev forums for some ideas.

On the topic of resolution: Yes, it's too low. I can see this from a technical standpoint, particularly when viewing things at a great distance, but it's not something that I wasn't expecting, so I don't consider it a major drawback. Honestly, considering my sharp far-vision IRL, even a 4K display, hell, an 8K display, wouldn't even come close. It's going to be a limitation of the tech no matter what they do. For the people screaming about 4K, yes it will help, but it's not going to get rid of it, not by a long shot.

On the topic of the Screen Door Effect: Yes, I can see it, but no, I don't care. It completely vanishes when you move your head because your eyes remain focused on objects around you, just like IRL. And it seems I'm always moving my head around in there looking at things. And again, something I was expecting, knowing how the thing works. Not an issue.

Field of Vision: Could be higher, but I didn't find it distracting or even noticeable, really. Looking back, I honestly can't remember if I was seeing the edges or not. And since you really do have this thing hanging off your face IRL, it's easy for your brain to slip into "goggle" mode and just ignore it. Wasn't an issue.

All in all, I'm pretty impressed. The "presence" thing is absolutely real. I just need to get my VR legs when it comes to motion (that bit at the end of Sightline threw my senses for a loop, so to speak).

try HL2. you won't regret it :)
 
Jumped into Elite Dangerous long enough to find out I need to buy a damn USB hub. I've run out of USB 2.0 ports thanks to the Rift (it takes two), and most of my peripherals don't work on the USB 3.0 ports on my motherboard. Things like, oh... my flight stick and the microphone I'm using for VoiceAttack. Performance was a bit low, I'll need to tweak some things some more, but even sitting in the cockpit not doing anything was pretty impressive. The really weird part was seeing the pilot's hand on the stick at the exact same position as my own.. made a bit of a disconnect when I'd push a button and didn't see it happen. And the cockpit of a Viper is a lot more spacious than it appears playing on a monitor. Those holographic control panels to the left and right are way over, like sixty degrees, way further than they look when you're playing "flat".

Titans of Space is awesome. 'nuff said there.

Movement's not so much of an issue, the issue for me appears to be rotation.. when the view rotates without me moving my head around. Still need to work on getting that going. Not brave enough to try the rollercoasters yet.. lol. And Cyberspace is sitting there in my Demos folder, taunting me.

Gonna go try PCars now.
 
Is vorpx dk2 support worth the price?
Nah, I regret purchasing it for 30ish € <_< Had better used it to buy one month of UE4 to goof around with...

Skyrim sightseeing is quite awesome but it's a pain in the butt to setup, has awful stutter and weird "silhouette" glitches for me when turning my head. ME and Bioshock Infinite are also quite nice but I just can't see myself playing those games retro-fitted, I really disliked the head=aim thing.
 
No. Never has, never will.

Don't say *never*. Virieo now works passably well with Bioshock and I never thought I'd get a good experience with it, so my eyes have been opened as to the potential of such things. Which reminds me to try Left 4 Dead 2 with it...

And hahaha. No, that's not working well enough yet. Your arms are about five times too big and the sky box is majorly screwed up.
 
PCars doesn't want to work, I just get a black screen in the Rift. Can't find the options to get Euro Truck Simulator to run with it.. I've got the beta thing loaded through Steam, but the game just plays normally on the monitor as if it's not seeing the Rift at all. Haven't dug around to see any solutions for it yet.

Ran the UE4 rollercoaster this evening (the one in the living room). So yeah, sim sickness is totally a thing.. lol. Some definite issues during the run (what you'd expect during the drops and such), but honestly wasn't all that bad. I did several runs through it, and it never got any better or worse. But I was getting occasional bouts of mild dizziness for about an hour afterwards, whenever I'd get up and walk around. Barely enough to notice, but it was definitely there. Still having odd sensations when I'm moving around inside the Rift with a controller, even in something as mild as Tuscany or Totoro. Not so much of an issue in Elite: Dangerous, though. Still there, but significantly reduced. Still getting some performance issues in E:D, but otherwise.. dayum.
 
Any advice for making Elite look better? What resolution/modes for displays, etc. are you running, if you don't mind answering? I've played the game previously, but once I was using Oculus, I couldn't figure out how to look around the cockpit in realtime nor make out most of the text.

Running in 1080p with mostly low settings. Unless you have a really good card its difficult to run AA
 
Can't find the options to get Euro Truck Simulator to run with it.. I've got the beta thing loaded through Steam, but the game just plays normally on the monitor as if it's not seeing the Rift at all. Haven't dug around to see any solutions for it yet.
I believe you need to add "-oculus" to the command line before launching the game. Have you tried that?
 
I think I've spent more time trying to get direct mode to work than actually playing demos! I still can't get it to work, even the demo scene, after multiple reinstallations of my graphics card driver and the oculus runtime.

Everything works fine in extended mode so I have no real reason to need direct at the moment, but I seem to have become fixated with trying to get it working.
 
I think I've spent more time trying to get direct mode to work than actually playing demos! I still can't get it to work, even the demo scene, after multiple reinstallations of my graphics card driver and the oculus runtime.

Everything works fine in extended mode so I have no real reason to need direct at the moment, but I seem to have become fixated with trying to get it working.
I'm basically not even using my Oculus DK2 while waiting on direct mode to become supported more. I don't know if it will need some SDK improvements to make that happen, though.
 
Running in 1080p with mostly low settings. Unless you have a really good card its difficult to run AA

I've run Afterburner with Elite and I have to keep around low settings to stay above 75 fps in the stations. The only settings I have on high are textures and planet quality and lens flare.

Keep in mind I have a 780 Ti Classified and a 2600k OC'd to 4.4 gHz.
 
Well, this VR thing is definitely the real deal. First impressions:

Desk demo: First VR experience, so yeah.. it blew my damn mind. I was leaning in, looking at stuff, getting a weird disconnect when I held my hands up in front of my face but couldn't see them. The head and positional tracking was absolutely perfect. So much so that at first I didn't even notice that it was working, movement and looking around was just so natural.

Tuscany: Not as mindblowing, possibly because I've seen so much footage of it. This was the first one I had movement in, and I felt it right away. Not sickening, but definitely different. Had some fun leaning over the rails to look down and feeling my belly hit the side of my desk IRL. It was also the first one that I noticed the resolution.. I have very good vision IRL, particularly at far distances, so seeing things in the distance reduced to pixels was definitely noticeable.

Sightline The Chair: Bad judder, but actually didn't affect me that much, it was like playing at game at low framerate. Noticeable, but that's it. The scale of this one seemed a bit off, everything was slightly too small. Especially noticeable with the car and inside the brick room with the sofa and such. Camera position seemed a bit off, too, I was sitting slightly above myself, so it's like it was scaling up my entire body slightly. I wasn't in an ideal position for this one (kinda slouched in my computer chair), so I had a hard time getting it to transition scenes because I couldn't easily turn all the way around to look behind me.

So far the only "problem" I would say I have is the way Windows is treating it. The desk demo and Tuscany both ran perfectly fine without me having to do anything, but I had to really fiddle with the display settings to get Sightline to render to the Rift, it kept wanting to put it on my monitor. Making the Rift my primary display, dragging the window over, then Alt-Entering from there to make it full-screen did the trick, but in the process Windows relocated all of my desktop icons to the Rift, which is a serious pain in the ass to get them moved back over again. I was going to boot up Titans of Space, but it gave me the same shit, so I'll skip it and try it later. I'll dig through the dev forums for some ideas.

On the topic of resolution: Yes, it's too low. I can see this from a technical standpoint, particularly when viewing things at a great distance, but it's not something that I wasn't expecting, so I don't consider it a major drawback. Honestly, considering my sharp far-vision IRL, even a 4K display, hell, an 8K display, wouldn't even come close. It's going to be a limitation of the tech no matter what they do. For the people screaming about 4K, yes it will help, but it's not going to get rid of it, not by a long shot.

On the topic of the Screen Door Effect: Yes, I can see it, but no, I don't care. It completely vanishes when you move your head because your eyes remain focused on objects around you, just like IRL. And it seems I'm always moving my head around in there looking at things. And again, something I was expecting, knowing how the thing works. Not an issue.

Field of Vision: Could be higher, but I didn't find it distracting or even noticeable, really. Looking back, I honestly can't remember if I was seeing the edges or not. And since you really do have this thing hanging off your face IRL, it's easy for your brain to slip into "goggle" mode and just ignore it. Wasn't an issue.

All in all, I'm pretty impressed. The "presence" thing is absolutely real. I just need to get my VR legs when it comes to motion (that bit at the end of Sightline threw my senses for a loop, so to speak).

One thing i've been wondering for a while is how everyone precieves the screen. I know it'll be different based on each persons settings, but how large does the DK2 screen appear to be to you?
 
Yeah, there really isn't a "size", it's like the glass at the front of a scuba mask, and the whole world is beyond it. It doesn't feel like a screen at all. Scale is all dependent on how things are rendered, and at what separation between the eyes.
 
I don't perceive the screen as a 'size'. I just perceive a DPI.

Yeah, there really isn't a "size", it's like the glass at the front of a scuba mask, and the whole world is beyond it. It doesn't feel like a screen at all. Scale is all dependent on how things are rendered, and at what separation between the eyes.

Okay, that's good to hear then. I was getting worried after trying out Google Cardboard that what I'll see with the OR wouldn't be noticeably different. I'd still have to see it for myself of course, but that's a litlte more reassuring.
 
Top Bottom