Oculus Rift DK2 Thread

An HD 5750? I imagine it'll run the included desk demo ok. You could download the Live For Speed demo and see what kind framerate you get on the monitor. If it's above about 120fps at 1080p, it should be fine too.

Haha, I checked and it's actually a 4670. And I was thinking about Live For Speed as well so I was just setting up my wheel and trying it out. Pleasantly surprised it was hitting 100 fps with the default graphics settings, hopefully I can squeeze a bit more out with some tweaking. Racing sims will probably be the main thing I play on my DK2 so I'm real happy at least this will work decently.

Any other simple demos or games like LFS that may work?
 
Haha, I checked and it's actually a 4670. And I was thinking about Live For Speed as well so I was just setting up my wheel and trying it out. Pleasantly surprised it was hitting 100 fps with the default graphics settings, hopefully I can squeeze a bit more out with some tweaking. Racing sims will probably be the main thing I play on my DK2 so I'm real happy at least this will work decently.

Any other simple demos or games like LFS that may work?
Yeah 100fps on a monitor is probably not enough overhead to stay above 75 in VR - you'll likely need to turn stuff down. It should be ok with a single car on track. The included Tuscany demo (crappy version) should work too. There is a Unity version with much nicer graphics but that is probably too much. 4th Floor seemed pretty undemanding... YMMV. CyberSpace might work too.
 
So my DK2 is finally arriving tomorrow! Bad news is I may have had to put my plans on building a gaming PC on hold for a bit. Until then all I have is my iMac which is running Windows 7 in bootcamp. It's a mid 2010 model so I just want to know what are the absolute least graphic intensive demos I can try out with this thing until I can build my higher end machine.

I don't care if the graphics are flat, untextured polygons. Just something that will run smoothly on a system as old and weak as mine.

When I take my dk2 to show people I use a laptop that JUST about runs stuff.Sometimes I'm not getting 75Hz but for just trying demos it's fine.Getting less than 75Hz doesn't make dk2 stuff unplayable-just jittery.
 
When I take my dk2 to show people I use a laptop that JUST about runs stuff.Sometimes I'm not getting 75Hz but for just trying demos it's fine.Getting less than 75Hz doesn't make dk2 stuff unplayable-just jittery.

I understand what you're saying here, but I for one wouldn't recommend doing it this way. The framerate is immensely important even for non-enthusiasts/non-elitists who can't quite put their finger on exactly why their brain just somehow jumped/flickered because of judder/jitter. I'd recommend that if you demo VR to someone, anyone, always do it how it was intended to run (solid as a rock 75fps at any time).
 
Does anybody else get really weirdly low framerates in Direct Mode when their monitor is at 120hz? This is completely fixed if I set my monitor to 60hz. Kind of weird.
 
Does anybody else get really weirdly low framerates in Direct Mode when their monitor is at 120hz? This is completely fixed if I set my monitor to 60hz. Kind of weird.
I think it may be like that because oculus made the software with 60hz monitors in mind since they're the most used.
 
Someone said something that conflicts with that. They said the Rift would lock at 60hz. They're wrong?
Yes, they're wrong. Although as I said, there are a few demos that will not do 75Hz in extend mode unless you make the Rift the primary display.

But you said yourself:
I'm on a laptop.

Unity World Demo was running at 75fps in extended mode.

Intel tells me the Oculus Display was running at 75fps
If you're not running a frame limiter, there are only two reasons why you'd get 75fps.

1) The Rift is running at 60Hz for some reason, you've disabled v-sync for some reason, and your laptop just so happens to have the precise performance to maintain exactly 75fps in this particular demo with no frame limiter (chances of this: slim to none)

2) The Rift is running at 75Hz as normal, the demo has v-sync (as it does by default), so you're getting 75fps.
 
Yes, they're wrong. Although as I said, there are a few demos that will not do 75Hz in extend mode unless you make the Rift the primary display.

But you said yourself:

If you're not running a frame limiter, there are only two reasons why you'd get 75fps.

1) The Rift is running at 60Hz for some reason, you've disabled v-sync for some reason, and your laptop just so happens to have the precise performance to maintain exactly 75fps in this particular demo with no frame limiter (chances of this: slim to none)

2) The Rift is running at 75Hz as normal, the demo has v-sync (as it does by default), so you're getting 75fps.


I believe I may have disabled Vsync in my AMD Graphics settings.

I changed the Intel video properties for the Rift from 120hz to 75Hz. I will put it back.

Thanks for the help I'll let you know how it goes.
 
I believe I may have disabled Vsync in my AMD Graphics settings.

I changed the Intel video properties for the Rift from 120hz to 75Hz. I will put it back.

Thanks for the help I'll let you know how it goes.
I'm not sure why you're using Intel video properties if you have a dedicated GPU... I doubt it's having any effect anyway - the DK2 certainly can't run 120Hz.
 
I'm not sure why you're using Intel video properties if you have a dedicated GPU... I doubt it's having any effect anyway - the DK2 certainly can't run 120Hz.
O I don't think you can disable the Intel properties on a laptop.

This probably makes me sound clueless but the last time I messed with the possibility of removing/disabling intel graphics my laptop got so screwed up I had to system restore.
 
Dominic Brennan said:
Simon Povey said:
FOV was improved for the Crescent Bay prototype, I was watching a video about it yesterday. I don't personally have a problem with the current one but any improvement would be good :)

Here's the vid, quite long and can't remember at what point they discussed FOV! http://youtu.be/By-IcNblqRo
Yeah, it went up a small amount with CB, but it's unlikely to go up again for CV1 unless they use concave displays or something crazy. With a flat panel it's very unreasonable for it to be 150-180 like requested in this thread - even at 150 it would increase the performance requirements drastically (much higher than 4K).

Which brings me back to a question I raised a couple weeks ago in another thread......why not use two screens instead of one, to drastically increase the FOV? Why not simply render the image across two screens? What technical limitations would they face by incorporating this idea? Two of those new slim bendable Samsung phone screens would be perfect:



Samsung-flexible-AMOLED-display_CES.png


Samsung_flexible_AMOLED_phone.jpg
 
Which brings me back to a question I raised a couple weeks ago in another thread......why not use two screens instead of one, to drastically increase the FOV? Why not simply render the image across two screens? What technical limitations would they face by incorporating this idea?

It's not a technical limitation, it's a price limitation. Some HMDs such as Valve's have used a dual screen setup but the cost is significantly higher. One of the main innovations of the Oculus Rift is that it provides a good quality HMD at a reasonable price.
 
It's not a technical limitation, it's a price limitation. Some HMDs such as Valve's have used a dual screen setup but the cost is significantly higher. One of the main innovations of the Oculus Rift is that it provides a good quality HMD at a reasonable price.

Hi PCGamer and thanks for the swift response. Let me ask you this....in your opinion, once the retail version of the rift is released, do you think us, the consumer, will have the option of purchasing the Dual Screen prototype you're referring to if we approach Oculus and cough up enough cash for it? How much do you suspect they would charge for the dual screen version?
 
Hi PCGamer and thanks for the swift response. Let me ask you this....in your opinion, once the retail version of the rift is released, do you think us, the consumer, will have the option of purchasing the Dual Screen prototype you're referring to if we approach Oculus and cough up enough cash for it? How much do you suspect they would charge for the dual screen version?

Oculus didn't make the dual screen version, Valve did. As far as I'm aware they are not for sale. We might see more options for various headsets down the line but I wouldn't expect it for a couple years at least. Oculus has said they are looking into custom displays for VR devices thanks to the Facebook backing so we might see something interesting display-wise for CV2.

Valve VR headset protoype:
zOSCbL1.jpg
 
Hi PCGamer and thanks for the swift response. Let me ask you this....in your opinion, once the retail version of the rift is released, do you think us, the consumer, will have the option of purchasing the Dual Screen prototype you're referring to if we approach Oculus and cough up enough cash for it? How much do you suspect they would charge for the dual screen version?
The dual screen prototype from Valve has already been matched (and according to Luckey, in some ways surpassed) by Oculus' Crescent Bay prototype, which used a single screen. CV1 is going to be at least Crescent Bay spec.
 
The dual screen prototype from Valve has already been matched (and according to Luckey, in some ways surpassed) by Oculus' Crescent Bay prototype, which used a single screen. CV1 is going to be at least Crescent Bay spec.

That's encouraging. I just worry about the FOV in the CV1. Word has it that it will not be any wider than the current DK2, and many people have complained about the FOV not being nearly as wide as they'd hope for, breaking the immersion of VR altogether in some cases, due to the black "borders" on each side.
 
That's encouraging. I just worry about the FOV in the CV1. Word has it that it will not be any wider than the current DK2, and many people have complained about the FOV not being nearly as wide as they'd hope for, breaking the immersion of VR altogether in some cases, due to the black "borders" on each side.

The impressions I read said the Crescent Bay FOV seemed a bit wider than the DK2 although I don't think Oculus gave out any specific specs for that. I wouldn't be surprised if CV1 has a wider FOV than DK2 but I'm not expecting it to be hugely different.
 
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Oh my god oh my god oh my god


Changed to processing and shipping in next batch, that was waaaay faster than I was expecting. I need to somehow afford a 970 card now.
 
That's encouraging. I just worry about the FOV in the CV1. Word has it that it will not be any wider than the current DK2, and many people have complained about the FOV not being nearly as wide as they'd hope for, breaking the immersion of VR altogether in some cases, due to the black "borders" on each side.

increasing FOV really gets diminishing returns with resolution and optical tradeoffs past a certain point because of how the current tech works, so I wouldn't really expect a significant difference for CV1.
 
So I spent almost half the day setting up and using my DK2 that arrived today and I have a few questions.

I know direct mode is pretty fucked at the moment, but I couldn't even get it to work with the desk demo scene from the configuration utility. It would show up on the monitor, but the rift's light would stay orange and not get a video signal then the desktop would freeze. Is this normal? Titans of Space would just crash, even right clicking and using the Oculus Service Manager's context menu and clicking open in rift doesn't work. I haven't managed to get a single video signal to the rift in direct mode yet. I have it hooked up via a mini displayport adapter through its HDMI port, but there's also a DVI port if hooking it up that way will help.

So far everything has worked great in extended mode, Live For Speed for the most part ran flawlessly and my god, the potential that's there for sim racers is a wet dream! I cannot wait to try out other racing sims when I get a capable PC. I'm definitely in love with VR from that one single demo.

There's one last big concern however. I know the image in the rift is supposed to be blurrier on the edges and only the center where you're focused is sharp. When I close my right eye, the center is perfectly clear. When I close my left the eye the center is still kind of blurry. If I physically push the rift a bit side to side the clarity shifts between either my left or right eye, but as it sits on my face, my right eye doesn't get as clear a picture in the center as my left eye does. No combination of settings or different cups made a difference so I'm thinking this is something only a physical lens slider could fix, similar to the dial that lets you move the lenses forward and back. Am I assuming right? If there's some other setting or thing I'm missing please let me know. It isn't bad at all if I don't pay attention to it, but it is a slight annoyance when I do. I'm pretty sure I remember hearing the CV1 would have a slider to move the distance between the lenses.
 
FOV is the next big hurdle to overcome. And it's also the most game changing improvement we'll see. The DK2 FOV is not good enough. But it's close. You can clearly see big black borders around your eyes at all times. We won't be getting something crazy like 180 degree FOV, but if they can pull off 120 degree horizontal FOV for CV1, that'd be perfect to start. Right now it's about 90 to 100 horizontal.
 
There's one last big concern however. I know the image in the rift is supposed to be blurrier on the edges and only the center where you're focused is sharp. When I close my right eye, the center is perfectly clear. When I close my left the eye the center is still kind of blurry. If I physically push the rift a bit side to side the clarity shifts between either my left or right eye, but as it sits on my face, my right eye doesn't get as clear a picture in the center as my left eye does. No combination of settings or different cups made a difference so I'm thinking this is something only a physical lens slider could fix, similar to the dial that lets you move the lenses forward and back. Am I assuming right? If there's some other setting or thing I'm missing please let me know. It isn't bad at all if I don't pay attention to it, but it is a slight annoyance when I do. I'm pretty sure I remember hearing the CV1 would have a slider to move the distance between the lenses.
Yeah, that's my biggest problem with the DK2, over everything else. I want to look at the virtual image without feeling like the lenses are too close together. I'm still not entirely sure if it's just my eyes not pointing in the right directions, which is why I hope eye-tracking is figured out soon. Let the machine figure out exactly where everything needs to be in order to look the best and not fuc* with my eyes.
 
Is there any point in going beyond 180 degrees? Its not like I can see through the back of my head
We have roughly 180 degrees of vision looking straight ahead. But keeping your head forward, if you move your eyes to the far left and then far right, we actually have about 270 degrees of capability.

So even with a 180 degree FOV in a VR headset, it would not fill your entire vision unless you kept your eyes looking forward at all times.
 
FOV is the next big hurdle to overcome. And it's also the most game changing improvement we'll see. The DK2 FOV is not good enough. But it's close. You can clearly see big black borders around your eyes at all times. We won't be getting something crazy like 180 degree FOV, but if they can pull off 120 degree horizontal FOV for CV1, that'd be perfect to start. Right now it's about 90 to 100 horizontal.

The FOV can clearly be improved. That's certain. But for games like Assetto Corsa, I feel like with the DK2, I'm wearing a racing helmet which would give a similar FOV.
 
SDK 0.4.3 has been released:

New Features
Oculus SDK
Display Driver latency reduction in Direct Mode by 1 frame, resulting in 0ms Post-present.
Updated display driver to support multi-threaded calls efficiently, this may improve performance in some scenarios.
Added option in the Oculus Configuration Utility to Suppress the Health and Safety Warning during active development.
Added option in the Oculus Configuration Utility to set the OVRServer logging level.
Updated the Health and Safety Warning screen to reflect an age restriction of 13. More information can be found in the Oculus VR Best Practices Guide and in the Oculus VR Health And Safety Warnings documentation.
Experimental Linux support (see included LINUX_README).
Numerous stability and performance improvements.
Unity
Added support for Unity Free in Unity 4.5.5 and up.
Overhauled Unity C# API. Reduced performance overhead. See the migration guide for more details.
Improved support for multi-layered rendering. Just instantiate multiple OVRCameraRigs, set Camera.depth and Camera.clearFlags for each eye, and use.

Bug Fixes
Oculus SDK

Fixes in Vsync direct mode tearing.
Fixed a bug in the D3D10/11 rendering path that was causing the overall brightness of the visuals to change on some systems.
Improved OpenGL state management through contexts.
Unity
Fixed a source of jitter in TimeWarp timing that resulted in shaky images.
Removed problematic "out of camera range" message. Will be replaced by an optional camera bounds visualization in a future release.
In the editor, Game view rendering no longer targets the wrong view.

Known Issues
Oculus SDK
While Pixel Luminance Overdrive fixes the majority of ghosting artifacts, it does not currently account for the “black smear” artifacts that are visible in very dark regions of the visuals. This will be addressed in upcoming releases with better tuned look-up-tables.
In order to reduce head tracking latency and make sure the CPU and GPU frame processing overlap as much as possible, there are currently 2 major CPU/GPU synchronization points in the SDK rendering path. This can cause performance problems for applications that tend to do a good deal of CPU processing or buffering of many draw calls at the start of a new frame by introducing GPU “bubbles” into the command buffers.
The Mac version of the Oculus Configuration Utility may get stuck in an upgrade loop during a Firmware update. The workaround is to let the update complete and then power cycle the DK2.
Unity
D3D11 in extended mode is unsupported for this release. This configuration will typically appear to judder due to being capped at the 60hz refresh of your primary monitor.
Forcing Unity to use OpenGL on Windows is unsupported for this release. This configuration is currently unstable and may encounter crashes.

https://developer.oculusvr.com/?action=hist&ver=21
 
installed 0.4.3 and tested a few games:

world of diving (direct mode): performance seems better but it still does not go over 37,5 fps for me. its exactly half of 75fps. must be some weird bug. hope its fixed soon because the game should be really immersive in VR. also wenn turning my head there was some kind of doubling effect that wasn't there before
sightline (direct mode): couldn't start at all, exe crashed (with and without dx11)
final doom (extended): performance seems a bit better as well and I could even reach 75fps in some rooms but sometimes there was some hiccup that wasn't there before.
quake 2 (extended): seems to run the same as before (perfect)
 
do developers need to update their games for 4.3?

They do if they want to take advantage of the new SDK. Apparently there have been reports of the new runtime breaking compatibility with some games compiled with the old SDK so hopefully developer do update.
 
Heads up, I was having big-time frame rate problems in everything on 4.3, and discovered that disabling DSR (Nvidia) solved my issues. *not so fast. Not all my issues.
 
OMFG i just tried Assetto Corsa with the DK" and wow, absolutely wow.
My favourite track is Spa and i have never experienced it like i have tonight, stunning, absolutely amazing.

Fair dues to the devs for doing a fantastic job on optomizing the VR experience, i mean looking around is just like looking around in real life, no lag, no judder, not nothing, just amazing, just being there, wow

First time post for me on gaf, be gentle lol.
 
Been trying Rift demos the last couple of days since getting my DK2 and one of the most impressive free demos I've tried is Viewport Architectural Visualization, something I've barely read anything about. Perhaps because on paper it sounds boring as fuck -- walk around a house. It isn't the best game/experience, or a particularly innovative use of VR, but the visual detail is outstanding, and standing up and walking around is the closest thing I've got to presence. Check it out if you haven't, totally underrated and something I'll be showing everyone alongside the typical Sightline/Welcome to Oculus/ToS showpieces.
 
Been trying Rift demos the last couple of days since getting my DK2 and one of the most impressive free demos I've tried is Viewport Architectural Visualization, something I've barely read anything about. Perhaps because on paper it sounds boring as fuck -- walk around a house. It isn't the best game/experience, or a particularly innovative use of VR, but the visual detail is outstanding, and standing up and walking around is the closest thing I've got to presence. Check it out if you haven't, totally underrated and something I'll be showing everyone alongside the typical Sightline/Welcome to Oculus/ToS showpieces.

this has been my go-to demo for showing off my rift to friends, along with Sightline, i love it!
 
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