Oculus Rift DK2 Thread

Suwapyon 2 is third person, and it's probably the least nausea-inducing game I know of on DK2. Of course, "third person" can mean a lot of things, from stable cameras to slow-moving, predictable ones (as in Suwapyon), to ones which zip around at high speeds in all directions.

I don't really think first or third person makes much of a difference, camera movement and control does.
 
I don't think VR will replace traditional games, instead it's likely to generate new types of experiences that are going to be entirely incompatible with what we're playing now. I think there will always be a place for the monitor and television when it comes to games, and I'd sooner think of VR as the birth of a medium of its own, rather than a tool to consume existing game media.

I'm just excited at the possibility that 'experience' games are coming into a genre of their own, with hardware that perfectly compliments them. I'm just so tired of shootin' dudes.

I agree that it will probably start out this way, though it will probably overtake existing games as well, but that all depends on the compatibility with older games which won't have been made for VR originally. However, I disagree that the monitor and the television as we use them today will be a thing in a few decades. I believe that we'll still have monitors, but it'll be more common to project them in "virtual" form. After hyping the Rift when I first heard about it, and following its development since the kickstarter, I've changed my stance completely after learning about other products and technologies currently being worked on.

I really don't think Oculus Rift or other larger goggles will become anywhere near mainstream. Not that most people are expecting it to be. I think they(Oculus VR) know it themselves judging from recent statements in interviews.

Application in the real-life environment without the use of goggles that are a nuisance to wear is the future of VR and it will hit hard. Virtual phones, downloading apps, games, newspapers and interacting with your virtual PC on a virtual keyboard which can be projected at anytime; anywhere. "Magic" or "impossible" one might think at first, but I'm wondering if the technology to do it really is that far away after all.

It's a "Magic Leap" for sure.

Below you'll find quotes from an article from NYT that was published last summer:
Magic Leap, in which Google invested $542 million on Wednesday, intends to make a device that overlays digital animation on a user’s field of vision.
So far, however, one of the principal obstacles facing light-field cameras and displays is that they require as many as five or six times as many pixels to create the resolution equivalent to a conventional digital image.

Magic Leap claims to have solved the resolution challenge with a proprietary technology that projects an image, which it describes as a “3-D light sculpture,” onto the viewer’s retina. Rony Abovitz, a biomedical engineer who founded Mako Surgical, a successful robotic surgery company, before creating Magic Leap in 2010, said that his system would even offer a resolution close to the power of the human eye.

Virtual- and augmented-reality aficionados foresee a world in which conventional computer screens and televisions are obsolete, and it is possible to project lifelike animations into meetings anywhere. They describe a next generation of technology beyond personal computing and smartphones based on a new set of approaches they call “perceptual computing.”

“Playing games is the dessert,” Mr. Abovitz said. “Our real market is people doing everyday things. Rather than pulling your mobile phone in and out of your pocket, we want to create an all-day flow; whether you’re going to the doctor or a meeting or hanging out, you will all of a sudden be amplified by the collective knowledge that is on the web.”

A better description if you still don't understand what the product really is came from a more recent article over at Gizmodo which mentioned Magic Leap's press release:
"Using our Dynamic Digitized Lightfield Signal™, imagine being able to generate images indistinguishable from real objects and then being able to place those images seamlessly into the real world."

There are several issues with the technology, of course, but if they or someone with a similar product manage to overcome them and make interactivity seamless and natural then say hello to mankind's Virtual Age. Oculus VR still have time to catch up, of course, as lightfield or similar technologies are probably 5+ years away still. For the near-future(2-5 years) though, I expect the rift to be the cool kid on the block.

Well, these are my thoughts/dreams of what it could become at least...only time will tell.
 
Japanese-speaking-GAF, help me out here. Is this:
http://www.amazon.co.jp/dp/4798137464/
really what it appears to be? (Someone selling a Rift MMD demo)

Based upon my translation of the Google translation of that page (oh, stop with the groans), it appears to be introduction book detailing what the Oculus Rift is, commentary of OR activities in Japan, simple how to of using an MMD in Unity to construct a demo and general challenges to consider when making content for VR.
 
Based upon my translation of the Google translation of that page (oh, stop with the groans), it appears to be introduction book detailing what the Oculus Rift is, commentary of OR activities in Japan, simple how to of using an MMD in Unity to construct a demo and general challenges to consider when making content for VR.
Oh, that makes much more sense. Neat and might help with further proliferation of Rift activity in Japan!
I'm sorry for my initial impression.
 
While browsing around oculus share recent releases I found this (Rift JRPG):
https://share.oculus.com/app/shironeko-vr-project--vr
I wanted to give it a try, but for some reason it runs at only 45 (exactly) FPS regardless of settings. Obviously unusable in VR. Anyone else have better luck? I want to know if I should try to troubleshoot or give up on it for now.

Very nice. And rock solid 75fps, you better start troubleshooting :)
 
While browsing around oculus share recent releases I found this (Rift JRPG):
https://share.oculus.com/app/shironeko-vr-project--vr
I wanted to give it a try, but for some reason it runs at only 45 (exactly) FPS regardless of settings. Obviously unusable in VR. Anyone else have better luck? I want to know if I should try to troubleshoot or give up on it for now.
Do you have your utility downsampling at 13000x10000 resolution? :p Might be slowing it down.
 
I got it to work perfectly with a simple
Code:
wcatVR_DirectToRift.exe -force-d3d11

And I'm having far too much fun for what a silly little game it is :P
 
I got it to work perfectly with a simple
Code:
wcatVR_DirectToRift.exe -force-d3d11

And I'm having far too much fun for what a silly little game it is :P

That -force-d3d11 argument is really helpful for other demos too. It was the only way I could get "Don't Let Go" to work - otherwise I was getting about 0.5 FPS.
 
I used my DK2 again yesterday for the first time since November 2014 or so, and it's really getting much closer to a viable release on the software side. I always had massive issues getting direct mode to work, with the latest version of the drivers and runtime it was basically just plug and play, with smooth very low latency 75 Hz in everything I tried. (the only remaining niggle being that I had to specify "-force-d3d11" for many of the Unity demos/games)
 
yeah from an indie dev perspective, the software level of the DK2 is pretty tops right now. Down the path I think the scene will run into larger issues with Unity being quite resource hoggy that perhaps a lower level engine won't have issues with, but the past month I've been way more impressed with the tech than I have for the previous year combined.

if the hardware side is all good for CV1 (haven't been paying attention tbh), I think Oculus will just about nail the landing in perfect form.
 
I got my DK2 a while ago, but haven't really touched it in a couple of months, and I'd like to give it another go

These are the games/demos that I tried already:
Code:
BulletEvasion
CyberSpaceDK2
SightLine_The_Chair
UE4Rollercoaster
Lava Inc
Uncharted_Territory
My_Neighbour_Totoro_VR_-_The_Bus_Stop_Scene-pc
OculusUnityDemo
Proton_Pulse_WIN
Windlands
Quake2VR

My favorite by far has been Windlands.

What else do I need to try? What are the coolest concepts and best implementations out there? I'd like to try some flying or driving games.

Full paid games are fine, as long as they're under $20 or so or they have a demo that I can try. Elite Dangerous looks good, but I'm iffy about dropping $60 on it without a demo first.
 
I got my DK2 a while ago, but haven't really touched it in a couple of months, and I'd like to give it another go

These are the games/demos that I tried already:
Code:
BulletEvasion
CyberSpaceDK2
SightLine_The_Chair
UE4Rollercoaster
Lava Inc
Uncharted_Territory
My_Neighbour_Totoro_VR_-_The_Bus_Stop_Scene-pc
OculusUnityDemo
Proton_Pulse_WIN
Windlands
Quake2VR

My favorite by far has been Windlands.

What else do I need to try? What are the coolest concepts and best implementations out there? I'd like to try some flying or driving games.

Full paid games are fine, as long as they're under $20 or so or they have a demo that I can try. Elite Dangerous looks good, but I'm iffy about dropping $60 on it without a demo first.
That free Shironeko ARPG I posted about above is worth a try. It's a good proof of concept for a third person game with a camera following a character (I haven't seen many of those).

Also, it has a really neat control idea for pausing and accessing the menu: looking up into the sky.
 
Not sure if anyone here cares about GTAV but...

running at 1080p and 60fps with up to 4K resolution and support for up to triple monitor configurations, as well as NVidia 3D Vision for up to triple monitor setups.
http://www.rockstargames.com/newswire

...does anyone know anything about 3D Vision compared to the stereoscopy that the Rift uses? It seems to me like this would make a VR mod much easier to code for, and much more stable to run because of native 3D optimization. Does anyone else know any more about this? Are the technologies somewhat interchangeable? Experiencing a GTA game in VR is seriously on my bucket list.
 
If anybody's really bored, here's a UE4-powered, Rift-ready, barebones, and overall utterly unremarkable Breakout game I made one Saturday a while ago just to see how long it would take (answer: not very long).



Download here


Space/X button is reset HMD, escape/back button is quit.
 
If anybody's really bored, here's a UE4-powered, Rift-ready, barebones, and overall utterly unremarkable Breakout game I made one Saturday a while ago just to see how long it would take (answer: not very long).



Download here


Space/X button is reset HMD, escape/back button is quit.

I bet this would be really fun with a STEM controller.
 
Possibly neat concept I thought of on the way to work this morning, which could take advantage of the sense of scale you're able to create in VR...

A game where you're standing still, holding a radio remote that controls something awesome. Like instead of flying an RC model plane or model car, you're controlling something full-sized.

- In the stands of an arena controlling a monster truck, or some crazy weapon-loaded car a la Twisted Metal

- Full-sized fighter jet, drone, or helicopter

- On top of a building, controlling a giant robot to fight a giant monster in the middle of a city

If you look down at the controller, it could be something like a Wii U gamepad, with a screen showing a first-person view
 
- On top of a building, controlling a giant robot to fight a giant monster in the middle of a city

If you look down at the controller, it could be something like a Wii U gamepad, with a screen showing a first-person view

Oh man, that would be ridiculously awesome!
 
My DK2 is arriving on Friday (hopefully). I'm sure this has been asked before but, what is the best first thing to try on it? I also told people at work that I would bring it in next week once I had a chance to learn about it and am looking for a good demo to show to a bunch of first timers.
 
My DK2 is arriving on Friday (hopefully). I'm sure this has been asked before but, what is the best first thing to try on it? I also told people at work that I would bring it in next week once I had a chance to learn about it and am looking for a good demo to show to a bunch of first timers.
The Desk scene that comes with the drivers because it should work flawlessly so you'll know if something isn't right in a proper demo, and do the IPD setting stuff too. After that, Sightline The Chair is a nice starter, or Welcome To Oculus and Titans of Space. Don't Let Go is always fun to show to new people.

Generally my introduction to friends now is Sightline, Don't Let Go, Vox Machinae, NewRetroArcade, Cyberspace (this will get great reactions but don't start with it; it can put people off if they get nauseous), NoLimits 2 and Elite as the impressive finale.
 
My DK2 is arriving on Friday (hopefully). I'm sure this has been asked before but, what is the best first thing to try on it? I also told people at work that I would bring it in next week once I had a chance to learn about it and am looking for a good demo to show to a bunch of first timers.

As said above, the "don't let go" demo is a good one to try. In my case it really drove home how the emotional/instinctive effect of the VR presentation has a strength that doesn't depend on the pixel count - your mind's more than happy to fill in the gaps when those pattern matching reflexes are kicking in.

Make sure you use the -force-d3d11 command line option.
 
This is probably a dumb question but what exactly is this "screen door effect" people keep talking about? Will whatever it is be improved in CV1?
 
This is probably a dumb question but what exactly is this "screen door effect" people keep talking about? Will whatever it is be improved in CV1?

Screen door effect is when you can easily see empty spaces between pixels
http://i.imgur.com/luXPEam.jpg

This happens when either resolution is low, or pixel placement is set in certain way
http://static.oculus.com/website/2012/12/screen_door.png


For latest Crescent Bay prototype, they are using not only 1440p resolution, but they are intentionally using optics that will smudge image a bit, making image screendoor-free, but that will prevent users from seeing really small details [reading small text].
 
I recently bought and tried the early access version of Radial G.

Holy crap.

It's really amazing. Sadly, even with my "VR stomach" which I consider rather good I can't do more than 2 races before starting to feel a bit faint.

It's also the first time I had such a polished "made for VR" experience in a full game. the menus and HUDs work extremely well and are presented in a way that makes sense for VR.
 
I recently bought and tried the early access version of Radial G.

Holy crap.

It's really amazing. Sadly, even with my "VR stomach" which I consider rather good I can't do more than 2 races before starting to feel a bit faint.

It's also the first time I had such a polished "made for VR" experience in a full game. the menus and HUDs work extremely well and are presented in a way that makes sense for VR.

Oof, yeah, that looks tough. Good one to bring along a bucket for your first try. Wipeout VR with inversions over an open terrain background:
http://store.steampowered.com/app/330770/
 
I recently bought and tried the early access version of Radial G.

Holy crap.

It's really amazing. Sadly, even with my "VR stomach" which I consider rather good I can't do more than 2 races before starting to feel a bit faint.

It's also the first time I had such a polished "made for VR" experience in a full game. the menus and HUDs work extremely well and are presented in a way that makes sense for VR.

I tried the demo way back, it was cool, but it bored the crap out of my after a few minutes. Is there more gameplay aspects/content in this one these days?
 
As I said, I can only play 2 races at a time comfortably, and the visual spectacle (that doesn't really do it justice, but I don't want to call it "experience" ;)) was such that, combined with this enforced time limit, I don't think it will get boring very soon. For now, there are only 3 tracks, 3 different machines and two game modes, but this should be expanded soon.

I think at its price it is worth it for any F-zero or Wipeout fan looking to get a somewhat similar native VR experience.
 
I have been out of the VR/Oculus Rift game for a while now (since October or so), but I am hoping to get back into it in a big way. I'll spend a lot of time catching up on my own, but I wanted to ask you all a quick question:

I have a bunch of footage from the Smithsonian's Interstellar event, and I was just wondering if the demo was ever released to people at home? From searching it doesn't seem like it ever was, but I wanted to make sure before I finished the editing on this project. It was a great demo, but they had the monitors the staff used to watch you play completely blocked off.

Was any footage from the demo ever released? There is only a second or two in this video.

It seems like the answer is no to both of those questions, but I wanted to double-check.

Thank you. I look forward to catching up on what I've missed.
 
I have been out of the VR/Oculus Rift game for a while now (since October or so), but I am hoping to get back into it in a big way. I'll spend a lot of time catching up on my own, but I wanted to ask you all a quick question:

I have a bunch of footage from the Smithsonian's Interstellar event, and I was just wondering if the demo was ever released to people at home? From searching it doesn't seem like it ever was, but I wanted to make sure before I finished the editing on this project. It was a great demo, but they had the monitors the staff used to watch you play completely blocked off.

Was any footage from the demo ever released? There is only a second or two in this video.

It seems like the answer is no to both of those questions, but I wanted to double-check.

Thank you. I look forward to catching up on what I've missed.

It comes bundled with gear vr.
 
It comes bundled with gear vr.

I believe you have Gear VR so you would know, but I can't find any mention of it anywhere.

So it is one of the demos available to download from the Oculus VR store for use on Gear VR? Is it the demo where you get to look around during an on-rails sequence through the Endurance, and then zero gravity is activated and you float through the rest of the ship?

I'm trying to gather as much info as possible for editing purposes. Thanks for your help.

Also, is there a list of everything that is available for Gear VR? All I have is this from the Oculus subreddit:

Games:

Anshar Wars
Bombsquad
Darknet
Dreadhalls
Esper
Herobound
Ikarus
Minotaur Rescue VR
Proton Pulse
Romans from Mars
Viral

Apps:

Oculus Cinema
Oculus 360 Videos
Oculus 360 Photos
VR Gallery

Experiences

VR Introduction
Cirque du Soleil's Zarkana
Strangers with Patrick Watson
theBluVR
Titans of Space
 
I believe you have Gear VR so you would know, but I can't find any mention of it anywhere.

So it is one of the demos available to download from the Oculus VR store for use on Gear VR? Is it the demo where you get to look around during an on-rails sequence through the Endurance, and then zero gravity is activated and you float through the rest of the ship?

It comes on an SD card that is bundled with gear VR, but yes, it's that demo. The same one they toured at AMC with.

I'm trying to gather as much info as possible for editing purposes. Thanks for your help.

Also, is there a list of everything that is available for Gear VR? All I have is this from the Oculus subreddit:

Games:

Anshar Wars
Bombsquad
Darknet
Dreadhalls
Esper
Herobound
Ikarus
Minotaur Rescue VR
Proton Pulse
Romans from Mars
Viral

Apps:

Oculus Cinema
Oculus 360 Videos
Oculus 360 Photos
VR Gallery

Experiences

VR Introduction
Cirque du Soleil's Zarkana
Strangers with Patrick Watson
theBluVR
Titans of Space

That list is incomplete, they add new stuff to Milk VR daily, as an example.
 
I also can't play Radial G for more than a few races at a time and I most def have my VR legs, stomach whatever. I would give Blazerush a try as that game I can play for hours on end and get no sickness if you do want to try a "racing" game of sorts.
 
How's 60fps locked stuff (emulators, etc) on DK2's 75hz display? Just ordered one, mostly doing dev stuff and playing Alien Isolation with it, and trying out PS2/GC/Wii games with it sounds like a nice bonus. I've heard mixed impressions about how much judder it causes, just want to know a little more about what to expect.
 
Yesterday got a chance to try the Samsung Gear VR. It was a pretty nice experience but the problem was the edges were easily visible. Definitely felt like I was looking through goggles. Does this problem exist in the oculus rift?
 
Yesterday got a chance to try the Samsung Gear VR. It was a pretty nice experience but the problem was the edges were easily visible. Definitely felt like I was looking through goggles. Does this problem exist in the oculus rift?
For me yes, with both DK1 and DK2. If you crank the lenses very close to your eyes it's better, but then your eyelashes smudge the lenses so there's no perfect solution.

It's sort of like ski goggles or a helmet of some sort in my opinion.
 
TxV VR Demo "A noncommercial Oculus demo of the enhanced PC port of our Playstation Vita game TxK"

Trippy as all get out, as you might imagine.

txb01.png

I played some Legend of Dungeon VR tonight too. I hadn't heard about the VR beta until today. I thought it was pretty great. It's exactly what I hoped it would be, like a little shoebox diorama. Good stuff.
 
A couple questions I meant to ask before:
  1. How difficult is it to adjust to first-person shooters since the camera is controlled by both your head and mouse? Is it really strange having simultaneous control like that, and do you find yourself being a little slower and clumsier in-game versus using just a mouse?
  2. For those of you who don't have perfect vision, but don't require/wear glasses: How much is the VR effect hampered by this, or do you feel like you're still getting the full effect regardless?
 
A couple questions I meant to ask before:
  1. How difficult is it to adjust to first-person shooters since the camera is controlled by both your head and mouse? Is it really strange having simultaneous control like that, and do you find yourself being a little slower and clumsier in-game versus using just a mouse?
  2. For those of you who don't have perfect vision, but don't require/wear glasses: How much is the VR effect hampered by this, or do you feel like you're still getting the full effect regardless?
1. How a VR FPS deals with yaw is something that isn't solved at this stage. The problem is that you really want to physically look around, but you feel restricted by having your hands stuck to your desk. And if you start looking with the mouse, it feels awkward to combine it with too much head tracking, so you end up playing it with your head locked in one position, essentially using it like a monitor. If you're ok with doing this, it's fine, and in some ways still more immersive than using a monitor due to the scale and depth cues, but you don't get the full effect of VR until you feel total freedom to look around naturally. For many people, any kind of yaw that is performed without physically changing your orientation causes discomfort, and this can vary from the slightest odd feeling that you can deal with for the length of the session, to instant nausea. So there is no simple answer to your first question - some can adjust easily, some can't, and everyone is going to find it at least a little bit weird.

2. I wear contacts, but I've tried the DK2 without them. My left eye is considerably weaker than my right. The basic impression is similar to how I see the real world without contacts too, i.e. a bit blurry. But where in the real world my stronger right eye basically takes over, making it less noticeable that my left eye isn't doing much, VR makes me more concious of the fact that something is wrong on the left side, as the screen door effect is much clearer on the right than the left. I'm sure that as the image quality improves in the future, the way it looks without contacts will only feel more and more similar to reality. At the moment, due to the low fidelity of the headset itself, you can get away with having slightly less than perfect vision, as there are no finer details to miss. But my vision is bad enough that I pretty much have to wear contacts for a comfortable session. If you have less than perfect vision but don't require glasses/contacts, then they can't be that bad, in which case it will have little to no effect. I don't really understand that though... if you have less than perfect vision, why aren't you wearing glasses/contacts?
 
[*]How difficult is it to adjust to first-person shooters since the camera is controlled by both your head and mouse? Is it really strange having simultaneous control like that, and do you find yourself being a little slower and clumsier in-game versus using just a mouse?

Check out this video, starting at around 12:00: http://youtu.be/P50fvL_EWYY?t=12m

It's a bit old, but shows TF2 with a bunch of different control modes

When I played Quake2 VR, I think it was like mode 4 from the video. Aiming and looking were mostly separate, but I could turn by moving the mouse to the outside areas of the screen. It added a laser sight to all the weapons to make it easier to tell where I was aiming.

As for how awkward it feels, I would say it's definitely more clumsy than just using KB+mouse normally, but still better than using a gamepad.

Another game, Windlands (highly recommended), has a very different approach. You aim entirely with where you're looking, and turning is in increments instead of smooth. So when I hit the turn left key, it instantaneously turns about 30 degrees to the left. It may sound like it would be a bit jarring to do that, but I actually find it much more comfortable than smooth turning. I don't think this would be a good mode for anything where you need a lot of precision though, since it's hard to hold your head entirely steady.
 
I'd say that by the end of my Quake 2 VR playthrough, on whatever the default control scheme was (detached "keyhole" weapon aiming), I could control the game like 90% as well as I could traditionally. The biggest difference was that of moving my gun's crosshair through the world instead of moving the world around my static crosshair.
 
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