Oculus Rift DK2 Thread

Many of us have been singing the praises of this thing. It truly is my absolutely favorite VR "thing" right now. Nothing else comes close.

I think it's a mix of reasons why...

For one thing, focusing on a screen within a screen pushes the rest of the world to your periphery and makes the surrounding feel more realistic to your brain.

Secondly, it's a small scale area so long draw distances, often spoiled by low resolution, don't interfere. It's also a very dark environment that is more difficult to poke holes in.

Plus, they're using excellent materials that appear fairly natural and realistic making things seem even more real.

What makes it even more realistic is when you use an actual arcade stick or SNES pad with the game. Doing that, with the right position, the world feels even more grounded. It's really quite remarkable.

As of right now the only thing that really hurts it for me is that the games run at 75hz. Everything else about it is phenomenal.
 
Anybody play Dying Light? It runs surprisingly well for me, but it has that damn scale issue that Alien Isolation had, where everything just feels too small, and that kills presence for me. If I could adjust that like I can in vorpx and vireio this would be amazing. And being completely immune to motion sickness or any of that shit, the first person parkour feels great. The night scenes are oppressively creepy, darkness is so powerful in VR.
 
Gang, its PC upgrade time.
I want to run 1920x1080 @ the 75fps required for Stereo/OcRift performs smoothly. (Deving in Ue4 currently)

I have been out of the pc-build game for a while. Could I get this done for 1200? I wanted to get a decent HP with a good amount of ram, thinking 16-32, and shove a good video card in there..

any tried and true suggestions would be greatly appreciated.
 
Spec something that can grow easily. So pick a motherboard that has good SLI support - looks like that will be a good option for VR. Then get the best you can from the gaming PC thread. I don't think you'd want to go overboard on the CPU or go with DDR4 unless you really want to. I'd keep as much money back for the GPU and use it to buy the best single GPU you can, with the view that if/when consumer units are 90Hz and higher res, you can add another GPU in 12-18 months to keep up.
 
Spec something that can grow easily. So pick a motherboard that has good SLI support - looks like that will be a good option for VR. Then get the best you can from the gaming PC thread. I don't think you'd want to go overboard on the CPU or go with DDR4 unless you really want to. I'd keep as much money back for the GPU and use it to buy the best single GPU you can, with the view that if/when consumer units are 90Hz and higher res, you can add another GPU in 12-18 months to keep up.

thx I iwonder if theres a barebones machine that I can buy and go from there, but its more likely i'll have to build. Not sure if HP's come with mobo's that have sli support.

Also, iirc, from a while ago, SLI wasn't being utilized by ue4/unity..? is this not the case.
 
thx I iwonder if theres a barebones machine that I can buy and go from there, but its more likely i'll have to build. Not sure if HP's come with mobo's that have sli support.

Also, iirc, from a while ago, SLI wasn't being utilized by ue4/unity..? is this not the case.

Why HP?

OT: The HTC VIVE and Oculus CV1 will use 2 screens so SLI will be utilized.
 
VR SLI deals with the separate renders for each eye, not the fact there are physically two panels. It would work for DK2 and any other headset that uses a single panel.

I'm aware but that no longer matters (to me at least). I don't want an HMD with inferior rendering.
 
Yeah, I don't see how having separate panels would matter for SLI - it's the same either way. The benefits I do see are:

- able to physically align each screen to your eye/lens for better pixel utilization
- it's cheaper to make two smaller panels than one big one (due to yields)
- more pixels on a small panel than half of the larger one, so higher total pixel count
- better aspect ratio
 
Yeah, I don't see how having separate panels would matter for SLI - it's the same either way. The benefits I do see are:

- able to physically align each screen to your eye/lens for better pixel utilization
- it's cheaper to make two smaller panels than one big one (due to yields)
- more pixels on a small panel than half of the larger one, so higher total pixel count
- better aspect ratio

Also, wider field of view. You can tilt each panel otuwards a bit, because your nose blocks the edge of each eye's FOV. You only need to have overlapping FOV in the center.

euZ8GMi.gif
 
Also, wider field of view. You can tilt each panel otuwards a bit, because your nose blocks the edge of each eye's FOV. You only need to have overlapping FOV in the center.

Ah, nice. Looks like that might make for a bit more nose room too. I have a really high nose bridge (avatar quote) so it's been limiting how close I can get with the lenses on the DK2.
 
Why HP?

OT: The HTC VIVE and Oculus CV1 will use 2 screens so SLI will be utilized.

Its always just been my go-to. I just mean buying a PC thats built, then slugging more ram/stronger videocard in. Haven't had any HP's fail on me. But, not a deal breaker. Will look into that, thank you.

Just ordered the Leap Motion kit. Anyone play with this yet + ue4?
 
Its always just been my go-to. I just mean buying a PC thats built, then slugging more ram/stronger videocard in. Haven't had any HP's fail on me. But, not a deal breaker. Will look into that, thank you.

Just ordered the Leap Motion kit. Anyone play with this yet + ue4?

Is it worth it even after all this new tech was announced?
 
Is it worth it even after all this new tech was announced?

Yeah, im working with kids and helping them with learning ue4/vr stuff just playing with it at an after-school center. Will be fun to play with until stuff gets more finalized, and hopefully we can apply what we learn as we go towards new tech.
 
Yeah, im working with kids and helping them with learning ue4/vr stuff just playing with it at an after-school center. Will be fun to play with until stuff gets more finalized, and hopefully we can apply what we learn as we go towards new tech.

Oh okay sounds great for your situation.
 
Hey guys, got some kids coming over later so I was going to bust out my Dev 1 of the rift. I haven't checked out what demos/games have come in the last year, anyone recommend some really good ones for quick demos?
 
Yeah, I tried the DK2 today, what a luck. :D

But only for two minutes and a demo from people of my university, still great. :)


• My glasses were too wide so I couldn't use them, so it wasn't that sharp for me, but still ok
• I saw light under my nose
• The FOV could be bigger
• Noisy surroundings and I had to go any minute, so I couldn't dive into it ^^

• The screendoor effect is much smaller than I would've thought, it's there but really doesn't bother me, maybe because I had no glasses and therefore it was blurred :P
• It's really smooth and responsive, moving the head felt really great
• The scale is also great, but it was a small demo, I sat infront of a desk, but it feels "right"


All in all I really look forward to this and some great experiences. :D
 
Still having issues with everything seeming slightly too small. IPD issue? I can fix it by reducing IPD by about 10mm, but I know that's far below my actual IPD, even from just looking in a mirror.

It's not a huge issue, but it's noticeable in some of the experiences I've been in.
 
Still having issues with everything seeming slightly too small. IPD issue? I can fix it by reducing IPD by about 10mm, but I know that's far below my actual IPD, even from just looking in a mirror.

It's not a huge issue, but it's noticeable in some of the experiences I've been in.

Have never heard of this ever. Wish I could help.
 
So latency is reduced to under 20ms. VR SLI is scaling by a factor of 1.4-2.0. It's supported by Fermi, Kepler and Maxwell, so you need a GTX400 series or better. And the dev driver is available now.
 
So latency is reduced to under 20ms. VR SLI is scaling by a factor of 1.4-2.0. It's supported by Fermi, Kepler and Maxwell, so you need a GTX400 series or better. And the dev driver is available now.

That's what the video says? Hot damn. Good news. I had been afraid of Nvidia sectioning it off as a Maxwell exclusive.
 
@tom_forsyth


Finally some SDK moment. I had figured they closed the book on the DK2.

They recently released a beta of 5.0.1 so they're still supporting it. Unfortunately on my end it still hasn't corrected the judder problems that 4.4 introduced for me in direct to rift mode. Hopefully this new update will fix all that.
 
ok, samsung just came out with the galaxy s6 cell phone. it's screen resolution is 1440x2560. samsung has of course provided the screens for the oculus rift DK1 and DK2. I suppose this is the screen used for all their crescent bay demos.
 
How to Reduce VR Sickness? Just Add a Virtual Nose
“We’ve discovered putting a virtual nose in the scene seems to have a stabilizing effect,” says David Whittinghill, an assistant professor in Purdue University’s Department of Computer Graphics Technology. That’s right, Whittinghill says placing a schnoz in the lower center of a headset’s screen has been shown to reduce the effects of simulator sickness by 13.5 percent.

vrnosetuscany.gif


Time for Smellovision?
 
It seems like between the announcement of valve vr, the silence on an oculus release date, and the news that that Oculus is pursuing an exclusive content strategy (eve valkyrie ), it has really cooled off the interest in Oculus. I feel like they need to step up and get people excited again.
 
Anyone tried out Project Cars with the DK2 yet?

I would like to hear impressions too.

I have been using the DK2 for a couple months with pCARS.

Setup
- No direct mode. Extended only. Bit of a PIA.
- I have not experienced enough crashes to say that it is an issue
- Calibration is easy. Map a button to center VR headset. Press button.

Hardware performance
- This is the big one. In order to play pCARS on the DK2 at max settings, 1080p, 74hz, with lots of cars on track, sunset, and rain... you will need a Titan X (or something not yet released). In the future VRSLI will essentially be a requirement for max settings.
- An overclocked GTX 980 requires settings to be turned all down to high and some to medium.
- Since you are often staring into the distance in racing games, and the level of detail in pCARS is so high, you do notice the screendoor effect. It is not terrible, but it is very noticeable. Once you start to focus on driving, you notice it less.
- If the framerate is constant, then the experience is actually very very nice. I would be happy with the refresh rate as it is. I never got sick unless the framerate started to fluctuate heavily.
- Head tracking is responsive but obviously lacks good 360 degree tracking

In game experience
- The 3D effects for rain and sun glare look especially amazing. I once tried to shield my eyes with the DK2 on... it was not very effective.
- Depth perception is also a HUGE improvement over non VR. You can place the car so well. It is almost as big of an effect as going from a gamepad to a FFB wheel. It is like you have a whole new lexicon of inputs to refine your driving.
- I think it was gamermuscle who said that AC looks more natural in VR and I have to agree. pCARS is a little too saturated, bright and reflective. I wish there was a way to increase the contrast of the color palette. Overall this is pretty minor.
- I have to say, it is an assault on your senses. I play with "surround sound" headphones and a Fanatec CSW v2 and after an hour.... you are mentally tired. It is definitely not a casual experience.
- IMO all cars look good IMO. The DK2 really shows off the great modeling work SMS has done with pCARS.

TLDR. You need top of the line hardware to run at max settings/framerate and there is some screendoor effect. However, once you have the settings turned down a bit, the experience is great.
 
I have been using the DK2 for a couple months with pCARS.

Setup
- No direct mode. Extended only. Bit of a PIA.
- I have not experienced enough crashes to say that it is an issue
- Calibration is easy. Map a button to center VR headset. Press button.
I had heard that direct mode was supported as a beta option:
The game does support Rift/direct mode in a beta form. In the Steam launch options add "-vrdirectmode" to enable this, ensuring you've set Direct Mode in the Oculus configuration util before you launch the game.

You can also more generally add another launch option "-skipcrowds" to help get a consistently locked 75FPS if your PC is close.

However, someone else reported no success with this. I have yet to try it myself.
 
I posted this in the Project Cars thread

I just experienced the future of racing games. Oculus Rift DK2 driving a Formula A car on California Highway Stage 2 in the middle of a thunderstorm. That alone was worth the price of admission for both the Rift and the game
 
I posted this in the Project Cars thread

I just experienced the future of racing games. Oculus Rift DK2 driving a Formula A car on California Highway Stage 2 in the middle of a thunderstorm. That alone was worth the price of admission for both the Rift and the game

Yep, racing games and VR are a perfect match. The rain in pCARS is particularly outrageous looking.
 
I posted this in the Project Cars thread

I just experienced the future of racing games. Oculus Rift DK2 driving a Formula A car on California Highway Stage 2 in the middle of a thunderstorm. That alone was worth the price of admission for both the Rift and the game

What settings and hardware are you running?
 
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