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Oculus Rift (+ Oculus Touch) is $399 for limited time

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Gusto

Member
I kinda wanna try VR Porn, but just can't do it. Something about it makes me feel real naughty. I'm just curious to see what it's like.
 
I kinda wanna try VR Porn, but just can't do it. Something about it makes me feel real naughty. I'm just curious to see what it's like.
How do i even watch 360 degree videos? When I bought the system I figured Oculus would have a damn web browser by now...
 

MJPIA

Member
Been playing some simpler games getting my VR legs waiting for my controllers to arrive and I've run into a problem that might be a big issue for me.
I get double vision on close objects.
Like in ultrawings when doing the balloon popping game with the gun I see two gun sights and I have to aim in between the two.
Its not a issue with the Rift but me, I frequently see doubles of things up close and have to really strain to focus my vision and trying to do that in-game gave me a migraine.
This might effect my ability to play games.
 

snap

Banned
How much does the play area size matter?

The way my room is set up, I have a roughly 2.5 meter by 3 meter space to use. However, the bed I use is a sofa bed, and if I convert it back into a sofa, I can extend that play area to 3 meter by 3 meter. Would it be worth it for me to take off all of the sheets on the bed and fold the sofa back up every time I want to play a VR game? Do any games get noticeably better with the increase in space? The experimental 2-camera setup for the Rift is recommended only up to 1.5 meters by 1.5 meters, which would imply that not many games use more space than that.
 

JackDT

Member
Been playing some simpler games getting my VR legs waiting for my controllers to arrive and I've run into a problem that might be a big issue for me.
I get double vision on close objects.
Like in ultrawings when doing the balloon popping game with the gun I see two gun sights and I have to aim in between the two.
Its not a issue with the Rift but me, I frequently see doubles of things up close and have to really strain to focus my vision and trying to do that in-game gave me a migraine.
This might effect my ability to play games.

Sounds like you have your IPD set incorrectly.
 

Soroc

Member
Yo!

Just wanted to let you all know that a game called Herobound is currently free on the Oculus store. Haven't tried it yet but it seems to be a lite rpg that takes influence from Zelda. Looks pretty fun and free is free so just wanted to spread the word!

Game looks cool but it will not recognize my wireless xbox one controller. It doesn't give me the "no controller detected" it just literally won't take any input from it. Can't start a new save file. Bummer hopefully they patch it.

On the other hand I bought Witchblood and this game is amazing for 2.5D metroidvania style in VR. I love how they implement the map and everything. Very promising first show at 2.5D and giving me some ideas to play around with myself maybe.
 

The Chef

Member
Well suck.
I have no idea why I am getting such poor tracking quality now.
I disconnected my sensors and plugged them back in - redid the setup and it still is tracking really poorly when it used to track perfectly.

One of the sensors now says "Warning Poor Tracking Quality"
This was fixed when I turned off the setting to Allow Windows to Power Down USBs...but now its back!

Man this is really bumming me out.
 

Stiler

Member
So I got my touch and other sensor today and got it setup.

Ran into a snag with it.

I wasn't aware that there were certain motherboards and usb controllers that the rift flags as incompatible and found out that my mobo (asus p8z68 v pro/gen 3) uses Asmedia 3.0 usb which seems the rift does not like.

For some reason the USB 3.0 works perfectly fine with my headset, I plug it in and it gives me ZERO issues and says it's connected and on USB 3.0.

However if I plug in a sensor to any usb 3.0 it's like "nope, not gonna let you use that" it doesn't even let it go to a usb 2.0 speed, it's just like "NOPE" (even if I unplug the headset and only have a single sensor in it).

So I ended up plugging both sensors into usb 2.0 ports and it is working fine for me, no issues tracking or anything, it feels smooth so far.

I really need to figure out some space for this thing. I knocked off like 3 things while moving around with the controllers off my desk, remote, a little figurine and then i ended up punching my monitor arm (which did not feel good).

So far the main thing I'd like to see from the next generation of headsets is wireless. The wires are growing to be the biggest annoyance with this thing for me so far.
 

MJPIA

Member
Sounds like you have your IPD set incorrectly.

Its set correct, I even tried adjusting it during the game and any adjustment only made it worse.
Everything looks perfect as long as it isn't up close like a gun sight in which case it doubles.
I have weak eye muscles and cannot focus on things less than 6 inches from my eyes.
The normal tracking dot is projected a fair bit away and I have no issue with that but the gun sight is rendered right in front of me and I get split vision looking at it.
 

Mascot

Member
Its set correct, I even tried adjusting it during the game and any adjustment only made it worse.
Everything looks perfect as long as it isn't up close like a gun sight in which case it doubles.
I have weak eye muscles and cannot focus on things less than 6 inches from my eyes.
The normal tracking dot is projected a fair bit away and I have no issue with that but the gun sight is rendered right in front of me and I get split vision looking at it.
What happens if you close one eye, like looking down a real gun sight?
 
Going to go to best buy and pick one up in the morning as they're back in stock l, I remember reading the new bundles drop the Xbox one controller sadly but do you still get the free games?
 

The Dude

Member
Well suck.
I have no idea why I am getting such poor tracking quality now.
I disconnected my sensors and plugged them back in - redid the setup and it still is tracking really poorly when it used to track perfectly.

One of the sensors now says "Warning Poor Tracking Quality"
This was fixed when I turned off the setting to Allow Windows to Power Down USBs...but now its back!

Man this is really bumming me out.

If you're using an inateck USB hub you might need to update the drivers. This happened to me and that was the culprit.
 

solaaire

Neo Member
So I got my touch and other sensor today and got it setup.

Ran into a snag with it.

I wasn't aware that there were certain motherboards and usb controllers that the rift flags as incompatible and found out that my mobo (asus p8z68 v pro/gen 3) uses Asmedia 3.0 usb which seems the rift does not like.

For some reason the USB 3.0 works perfectly fine with my headset, I plug it in and it gives me ZERO issues and says it's connected and on USB 3.0.

However if I plug in a sensor to any usb 3.0 it's like "nope, not gonna let you use that" it doesn't even let it go to a usb 2.0 speed, it's just like "NOPE" (even if I unplug the headset and only have a single sensor in it).

So I ended up plugging both sensors into usb 2.0 ports and it is working fine for me, no issues tracking or anything, it feels smooth so far.

I believe the general consensus on the USB 2.0 vs 3.0 is that if it ain't broke, don't fix it. You may run into some edge case tracking weirdness with sensors, but from what I've seen that's extremely rare. You're good to go.

On a side tangent, pretty sure the mobo USB compatibility issue rests entirely on asus (and many other mobo manufacturers at the time) cutting corners.

When usb3.0 started looking like it was destined to hit consumer products en masse, mobo manufacturers scrambled to add their own implementation of the new hotness known as usb3.0. Problem is, their first efforts were fairly shoddy, and do not actually meet requirements to be usb3.0 certified. However, in a triumph against logic, they decided to name it USB3.0 anyway, because their USB ports met some (e.g. faster data transfer), but not all, requirements to be considered 3.0

I guess this has all been a round about way of saying that the rift 'doesn't like' those USB 3.0 ports only because it is acutely aware they're not real 3.0s, just asus' terrible approximation of it circa 2013
 

Lakuza

Member
How much does the play area size matter?

The way my room is set up, I have a roughly 2.5 meter by 3 meter space to use. However, the bed I use is a sofa bed, and if I convert it back into a sofa, I can extend that play area to 3 meter by 3 meter. Would it be worth it for me to take off all of the sheets on the bed and fold the sofa back up every time I want to play a VR game? Do any games get noticeably better with the increase in space? The experimental 2-camera setup for the Rift is recommended only up to 1.5 meters by 1.5 meters, which would imply that not many games use more space than that.

2 meters x 2 meters is the sweet spot that should cover all games perfectly. I use 2 meters by 1.8 i think and I have no issues with mine. I have the guardian boundary edited to be smaller than the play space so i dont hit anything.
 

Stiler

Member
I believe the general consensus on the USB 2.0 vs 3.0 is that if it ain't broke, don't fix it. You may run into some edge case tracking weirdness with sensors, but from what I've seen that's extremely rare. You're good to go.

On a side tangent, pretty sure the mobo USB compatibility issue rests entirely on asus (and many other mobo manufacturers at the time) cutting corners.

When usb3.0 started looking like it was destined to hit consumer products en masse, mobo manufacturers scrambled to add their own implementation of the new hotness known as usb3.0. Problem is, their first efforts were fairly shoddy, and do not actually meet requirements to be usb3.0 certified. However, in a triumph against logic, they decided to name it USB3.0 anyway, because their USB ports met some (e.g. faster data transfer), but not all, requirements to be considered 3.0

I guess this has all been a round about way of saying that the rift 'doesn't like' those USB 3.0 ports only because it is acutely aware they're not real 3.0s, just asus' terrible approximation of it circa 2013

Yea, but it still seems weird that the rift is A-ok with the headset being plugged into one and labels it as usb 3.0 connected, but with a sensor it's like "NOPE."

You'd think the headset would require more bandwidth vs a single sensor, since it requires usb 3.0 and the headphone use the USB for positional audio and things.
 

Kudo

Member
Is Rift a good choice of VR headset at the moment? I'm not sure if I should wait for next iterations, sales on Black Friday (maybe on Vive), or just grab the current deal on Rift.
I've used DK2 before and it was kinda disappointing, haven't followed VR since that but kind of getting the itch again. Saw that LG is also making one and what I've read that looks great too.
Any opinions? Thanks.
 

Stiler

Member
Is Rift a good choice of VR headset at the moment? I'm not sure if I should wait for next iterations, sales on Black Friday (maybe on Vive), or just grab the current deal on Rift.
I've used DK2 before and it was kinda disappointing, haven't followed VR since that but kind of getting the itch again. Saw that LG is also making one and what I've read that looks great too.
Any opinions? Thanks.

The current deal seems to be the cheapest it's ever been and black friday would probably be close once it's out, if they have one.

I'd say your best bet is to try it first if you can, to see how you like it with it's faults (IE the screen door effect/godray issues).
 

MDave

Member
Is Rift a good choice of VR headset at the moment? I'm not sure if I should wait for next iterations, sales on Black Friday (maybe on Vive), or just grab the current deal on Rift.
I've used DK2 before and it was kinda disappointing, haven't followed VR since that but kind of getting the itch again. Saw that LG is also making one and what I've read that looks great too.
Any opinions? Thanks.

DK2 was really, really rough around the edges compared to the current CV1 not only in terms of hardware but especially software too. Far more polished experience, put the headset on and its ready to go, don't need to mess with anything on the PC after the initial setup.

And then there's the Touch controllers which really takes VR to another level compared to DK2.
 

datwr

Member
Yea, but it still seems weird that the rift is A-ok with the headset being plugged into one and labels it as usb 3.0 connected, but with a sensor it's like "NOPE."

You'd think the headset would require more bandwidth vs a single sensor, since it requires usb 3.0 and the headphone use the USB for positional audio and things.

You have it backwards actually, the sensors require much more bandwidth then the headset.
The headset "only" do audio, positional tracking and some sync stuff if I remember correctly.
While the sensors have to basically output a high quality video through the USB.

I even have my own headset working on usb2 without any problems.
 

The Dude

Member
Im just using my on board USB connections. I did perform an update for those a while back. Still all wonky :(

I'd order 1 or 2 of the inateck 4 usb ports hubs to spread out your runs. But they're fairly inexpensive and it might solve your overall issue having better ports.
 

Amneisac

Member
Been playing some simpler games getting my VR legs waiting for my controllers to arrive and I've run into a problem that might be a big issue for me.
I get double vision on close objects.
Like in ultrawings when doing the balloon popping game with the gun I see two gun sights and I have to aim in between the two.
Its not a issue with the Rift but me, I frequently see doubles of things up close and have to really strain to focus my vision and trying to do that in-game gave me a migraine.
This might effect my ability to play games.

Have you spoken with an ophthalmologist? Is it something that can be helped with focusing exercises?
 

vanfanel1car

Neo Member
To be honest it's not all that great. They still haven't figured out how to film it properly.

Try the free sexlikereal app to get a taste of what's available. There's a lot of companies in this space but only a handful that actually releases content that is properly scaled and looks decent (wankzvr, czechvr are a couple) It's come a long way though from a year ago when everyone looked like giants :D

If you're looking for something that's actually rendered and not video it'll be a while. Although vrgirlz has done a few experiments which in their early state looks promising. Look at their 4D motion scans (scans in time).
 

snap

Banned
Newegg has Oculus Rift + Touch for $374 if you check out with MasterPass.

https://slickdeals.net/f/10422200-oculus-rift-touch-bundle-374-00-399-25-w-masterpass-checkout-and-promo-code-mpbts17?src=SiteSearchV2_SearchBarV2Algo

This deal appeared several days ago but I don't see it mentioned here, skimming the thread. Saw this while looking for a new headset and just thought I'd let y'all know.

By the way, that link states that the lower $400 pricepoint for Rift ends in 4 days. I don't know if Newegg set it up so that it "expires" in four days and then autmatically renews for another week, or what, but if this is true not much time left to get in.

I tried to find an official source on the original six weeks number that was spread around, and all I got was TechCrunch saying that summer ends in six weeks, so that's when the sale ends. Oculus themselves don't list when the sale ends, so there's a chance it actually does end when Newegg says it does.
 
Is Rift a good choice of VR headset at the moment? I'm not sure if I should wait for next iterations, sales on Black Friday (maybe on Vive), or just grab the current deal on Rift.
I've used DK2 before and it was kinda disappointing, haven't followed VR since that but kind of getting the itch again. Saw that LG is also making one and what I've read that looks great too.
Any opinions? Thanks.
Yeah, it’s amazing how much better the final “CV1” Rift is than DK2 was. The stats tell a little of the story - DK2’s resolution was 640 by 720 per eye, CV1’s is 1200 by 1080 per eye, DK2’s max refresh was 75hz, CV1 runs at 90hz. It’s quite a bit sharper, smoother, and just feels more real, and less apt to VR sickness. And the addition of a second sensor (or third if you feel inclined) makes a HUGE difference, as you can now setup a very solid standing and room-scale VR, where you are actually taking steps in real life to take those same steps in VR. And the Touch Controllers give you your virtual hands which move exactly as your real life hands do.

The software quality is something else as well - you’ve waited long enough, you have tons of very high quality games to choose from. Heck, you get a number of free games with the CV1, and they aren’t throwaway games in the slightest. And they’ve really gotten their own system software dialed down - you don’t have to run any software, just put on the headset and it loads you into Oculus Home, a VR envirionment where you can load your games or buy new ones. And the install setup is a very smooth process, ending with a very awesome VR demo.

The next iteration of Oculus isn’t going to hit until at least 2018, and the Vive looks like it is doing incremental updates, getting a new headstrap and new motion hand-controllers that strap to your hands. I personally wouldn’t wait, the VR we have right now is amazing, and relatively cheap.
 
If you're using an inateck USB hub you might need to update the drivers. This happened to me and that was the culprit.

I spent 3 hours last night trying to sort out driver problems with my Inateck card. I have no idea why Oculus recommends that thing with such screwy drivers. If I use windows default drivers (which Inateck recommends), only one of my sensors will be detected as USB 3. If I use the Inateck drivers, I lose wireless sync on my sensors at random. I finally gave up and moved all my other USB devices to the card and left all my motherboard ports open for Oculus use.
 

Hexer06

Member
Has anyone used the VR Covers from VR Cover? I'm sweating a lot and looking for something a little more comfy and maybe something that'll breathe a bit better. Any other VR Covers out there? I'd love to get it from Amazon for prime shipping but I didn't see any on there besides a bunch of disposable covers.
 
Has anyone used the VR Covers from VR Cover? I'm sweating a lot and looking for something a little more comfy and maybe something that'll breathe a bit better. Any other VR Covers out there? I'd love to get it from Amazon for prime shipping but I didn't see any on there besides a bunch of disposable covers.

I have one. I really like it-- it's way more comfortable on my face than the foam, and is washable. Only downside is that it's not the easiest thing to figure out how to put on, but once you get it figured out it's not bad.
 

Hexer06

Member
I have one. I really like it-- it's way more comfortable on my face than the foam, and is washable. Only downside is that it's not the easiest thing to figure out how to put on, but once you get it figured out it's not bad.

That's good to know. Did you get the thick ($49 bundle) or thin ($29 bundle) cover? Wondering if the thick one is worth the extra $20.
 

ElyrionX

Member
I spent 3 hours last night trying to sort out driver problems with my Inateck card. I have no idea why Oculus recommends that thing with such screwy drivers. If I use windows default drivers (which Inateck recommends), only one of my sensors will be detected as USB 3. If I use the Inateck drivers, I lose wireless sync on my sensors at random. I finally gave up and moved all my other USB devices to the card and left all my motherboard ports open for Oculus use.

I've said it here before but I would not be surprised if there is a financial reason why Oculus is only recommending the Inateck card (and another even more expensive card if you run a search on Amazon using the chipset they recommend). There are tonnes of cheaper USB 3.0 PCIE cards that work. My OEM USB 3.0 PCIE card costs only $9 (no link though as I bought it from a local site) and it works perfectly.

There are tonnes of confusion on this issue and despite that, Oculus has never clarified what works and what doesn't even though they clearly have a blacklist being implemented at the software level (you can find it in the game directory), leaving the userbase to figure things out themselves.

Either Inateck is paying Oculus a fee for recommending its cards or someone at Oculus owns a stake in Inateck or something along those lines. The whole situation stinks and I can't believe they are getting away with it.
 

Shifty

Member
Well suck.
I have no idea why I am getting such poor tracking quality now.
I disconnected my sensors and plugged them back in - redid the setup and it still is tracking really poorly when it used to track perfectly.

One of the sensors now says "Warning Poor Tracking Quality"
This was fixed when I turned off the setting to Allow Windows to Power Down USBs...but now its back!

Man this is really bumming me out.

Have you plugged in any new USB devices recently? Could be affecting bandwidth if you're using the onboard hub.

I had a problem that sounded similar to yours this morning- consistent hiccups in the tracking, but it turned out to be because I was listening to youtube in the background while playing Minecraft in VR. Paused it and everything was fine.
 

rucury

Banned
I know this is not a troubleshooting thread, but it seems to be the most active for Oculus so I figured maybe someone here can help me out...

Got the Oculus + Touch. Going through the setup, everything okay until the "Continue in VR" portion. Getting an orange light above the Rift, have sound but no video. Have tried reinstalling graphics drivers, reinstalling Oculus software, switching USB ports and mixing 2.0 + 3.0 ports. I once got a white light above the lenses, but still no video. I am plugging the Oculus into the GPU's HDMI port and using TeamViewer to stream to my Mac in order to work with the setup app on my Win10 PC.

AFAIK my mobo is Rift compatible, as is my GPU. I ordered a DisplayPort to HDMI adapter since I read it may fix the issue. Can anyone who has had a similar experiene help me out? :(

MOBO: MSI Z170-A PRO ATX LGA1151
GPU: GeForce GTX 1060 6GB G1 (has only 1 HDMI port)
 

Kudo

Member
Yeah, it’s amazing how much better the final “CV1” Rift is than DK2 was. The stats tell a little of the story - DK2’s resolution was 640 by 720 per eye, CV1’s is 1200 by 1080 per eye, DK2’s max refresh was 75hz, CV1 runs at 90hz. It’s quite a bit sharper, smoother, and just feels more real, and less apt to VR sickness. And the addition of a second sensor (or third if you feel inclined) makes a HUGE difference, as you can now setup a very solid standing and room-scale VR, where you are actually taking steps in real life to take those same steps in VR. And the Touch Controllers give you your virtual hands which move exactly as your real life hands do.

The software quality is something else as well - you’ve waited long enough, you have tons of very high quality games to choose from. Heck, you get a number of free games with the CV1, and they aren’t throwaway games in the slightest. And they’ve really gotten their own system software dialed down - you don’t have to run any software, just put on the headset and it loads you into Oculus Home, a VR envirionment where you can load your games or buy new ones. And the install setup is a very smooth process, ending with a very awesome VR demo.

The next iteration of Oculus isn’t going to hit until at least 2018, and the Vive looks like it is doing incremental updates, getting a new headstrap and new motion hand-controllers that strap to your hands. I personally wouldn’t wait, the VR we have right now is amazing, and relatively cheap.

Thanks, think I'll get one, just gotta research what games I want for it. I was kinda dreaming about Destiny 2 in VR somehow but no clue if that's possible.
 

MJPIA

Member
Hot damn Eve Valkyrie is amazing.
Flying around in heavies firing at enemies with Flak cannons using head tracking to aim is amazing.
And my touch controllers finally came so I'll be able to play several games I've been looking forward to that I couldn't play until they arrived.

What happens if you close one eye, like looking down a real gun sight?
It doesn't help.
Have you spoken with an ophthalmologist? Is it something that can be helped with focusing exercises?

Yeah and I was told several exercises to do every day but but since it does't bother me in normal day to day life, I have a really short attention span and I really didn't want to stare at a pencil in various ways for 20 minutes a day I neglected doing those exercises soooooo here I am now.
 

Shifty

Member
I know this is not a troubleshooting thread, but it seems to be the most active for Oculus so I figured maybe someone here can help me out...

Got the Oculus + Touch. Going through the setup, everything okay until the "Continue in VR" portion. Getting an orange light above the Rift, have sound but no video. Have tried reinstalling graphics drivers, reinstalling Oculus software, switching USB ports and mixing 2.0 + 3.0 ports. I once got a white light above the lenses, but still no video. I am plugging the Oculus into the GPU's HDMI port and using TeamViewer to stream to my Mac in order to work with the setup app on my Win10 PC.

AFAIK my mobo is Rift compatible, as is my GPU. I ordered a DisplayPort to HDMI adapter since I read it may fix the issue. Can anyone who has had a similar experiene help me out? :(

MOBO: MSI Z170-A PRO ATX LGA1151
GPU: GeForce GTX 1060 6GB G1 (has only 1 HDMI port)

Since it's a video thing, it's possible that TeamViewer is interfering somehow. Have you tried taking that out of the chain and working directly on the machine?

The white LED should mean that the rift is ready to display video output once the IR sensor detects that you've put the headset on (or covered it with a finger).
 

scitek

Member
Been playing some simpler games getting my VR legs waiting for my controllers to arrive and I've run into a problem that might be a big issue for me.
I get double vision on close objects.
Like in ultrawings when doing the balloon popping game with the gun I see two gun sights and I have to aim in between the two.
Its not a issue with the Rift but me, I frequently see doubles of things up close and have to really strain to focus my vision and trying to do that in-game gave me a migraine.
This might effect my ability to play games.

Not sure it's really relevant to your particular issue, but your post reminded me of this article from just a couple days ago.

VR-based Treatment for Vision Disorders Shows Positive Results in Peer-reviewed Study

https://www.roadtovr.com/vivid-vision-amblyopia-vr-treatment-efficacy-study/
 

Haint

Member
Yeah, it’s amazing how much better the final “CV1” Rift is than DK2 was. The stats tell a little of the story - DK2’s resolution was 640 by 720 per eye, CV1’s is 1200 by 1080 per eye, DK2’s max refresh was 75hz, CV1 runs at 90hz. It’s quite a bit sharper, smoother, and just feels more real, and less apt to VR sickness. And the addition of a second sensor (or third if you feel inclined) makes a HUGE difference, as you can now setup a very solid standing and room-scale VR, where you are actually taking steps in real life to take those same steps in VR. And the Touch Controllers give you your virtual hands which move exactly as your real life hands do.

The software quality is something else as well - you’ve waited long enough, you have tons of very high quality games to choose from. Heck, you get a number of free games with the CV1, and they aren’t throwaway games in the slightest. And they’ve really gotten their own system software dialed down - you don’t have to run any software, just put on the headset and it loads you into Oculus Home, a VR envirionment where you can load your games or buy new ones. And the install setup is a very smooth process, ending with a very awesome VR demo.

The next iteration of Oculus isn’t going to hit until at least 2018, and the Vive looks like it is doing incremental updates, getting a new headstrap and new motion hand-controllers that strap to your hands. I personally wouldn’t wait, the VR we have right now is amazing, and relatively cheap.

DK2 was 960x1080 per eye, unless you're doing low level accounting for pixels that weren't visible due to the lens and screen design.

I've said it here before but I would not be surprised if there is a financial reason why Oculus is only recommending the Inateck card (and another even more expensive card if you run a search on Amazon using the chipset they recommend). There are tonnes of cheaper USB 3.0 PCIE cards that work. My OEM USB 3.0 PCIE card costs only $9 (no link though as I bought it from a local site) and it works perfectly.

There are tonnes of confusion on this issue and despite that, Oculus has never clarified what works and what doesn't even though they clearly have a blacklist being implemented at the software level (you can find it in the game directory), leaving the userbase to figure things out themselves.

Either Inateck is paying Oculus a fee for recommending its cards or someone at Oculus owns a stake in Inateck or something along those lines. The whole situation stinks and I can't believe they are getting away with it.

The most likely reason is they don't want to test more than 1 or 2 boards, and went with what they did because low cost no name generic stuff is usually shit.
 

Shifty

Member
Just bit the bullet and ordered one.

So.. uhh.. how long until they actually Charge my account/ship this thing?

If you ordered direct from Oculus, I suggest looking around to see if any other retailers have it in stock.
It seems like the retail partners are getting stock before Oculus fulfill their own orders, so it'll be a difference between "soon" and "who knows when".

I ordered mine on the 22nd of last month and heard nothing for almost two weeks. Ended up canceling last thursday and ordering from Scan UK when I saw they had it in stock, and got it yesterday.
 

The Chef

Member
Yes that works.

The key to finding out whether these USB 3.0 cards work or not is the chipset. The card in your link has the following chipset:

Chipset: NEC uPD720201

My USB 3.0 PCIE card has the same chipset and it works. Don't buy the overpriced Inateck shit that Oculus is suggesting.

Ok I'll order this one then.

Have you plugged in any new USB devices recently? Could be affecting bandwidth if you're using the onboard hub.

I had a problem that sounded similar to yours this morning- consistent hiccups in the tracking, but it turned out to be because I was listening to youtube in the background while playing Minecraft in VR. Paused it and everything was fine.

Thats a good tip. Thanks for the help.
 

vanfanel1car

Neo Member
I know this is not a troubleshooting thread, but it seems to be the most active for Oculus so I figured maybe someone here can help me out...

Got the Oculus + Touch. Going through the setup, everything okay until the "Continue in VR" portion. Getting an orange light above the Rift, have sound but no video. Have tried reinstalling graphics drivers, reinstalling Oculus software, switching USB ports and mixing 2.0 + 3.0 ports. I once got a white light above the lenses, but still no video. I am plugging the Oculus into the GPU's HDMI port and using TeamViewer to stream to my Mac in order to work with the setup app on my Win10 PC.

AFAIK my mobo is Rift compatible, as is my GPU. I ordered a DisplayPort to HDMI adapter since I read it may fix the issue. Can anyone who has had a similar experiene help me out? :(

MOBO: MSI Z170-A PRO ATX LGA1151
GPU: GeForce GTX 1060 6GB G1 (has only 1 HDMI port)

Your problem is that you can't use teamviewer during the set up process. You need to have a physical monitor connected as well during setup. Get an Displayport/DVI adapter for your monitor.
 
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