Discussion
trooperiziz said:
scorp said:
The new monitor driver is also nice, no need to extend desktops or change resolution of your monitors, DK2 demos can now run a window on your main display and full screen DK2 HMD at the same time with no windows desktop mode shenanigans
That's good news! With my DK1 I basically ran my PC as Oculus only while I had it, because I couldn't be arsed with the faffing around.judas said:
Is this only for the DK2 or will the driver update work with DK1 too? I stopped using my DK1 as it was too much of a raff reconfiguring monitors all the time (well, that plus the nausea )
I didn't try. You can download the new configuration software (which includes drivers) from the oculus website.Tried Elite dangerous earlier with my DK1, made me realise how much better the DK2 is resolution wise.
Bullett said:
Oooh, email today asking for more money. How long did it take them after paying to ship yours?
Got my email yesterday morning! Still on "processing" as of now, however - other UK/EU people have said that theirs has arrived without it actually moving to 'shipped', but others have waited upto a week before it's actually shipped out. Fingers crossed...Just a question on this (and I'm aware my earlier cynicism about Facebooks's purchase or Rift is being eroded by my need to have their product)! What happens with the Dev Kit when the main product is launched? Are you able to "Swap" it out for a retail version or would you need to purchase a retail version as well?
Also - as it's a dev kit will it essentially plug and play to supported games (Elite for example) or would I need to be most of a programmer to be able to do anything with it?
Cheers in advance
Phil
Also - as it's a dev kit will it essentially plug and play to supported games (Elite for example) or would I need to be most of a programmer to be able to do anything with it?
Cheers in advance
Phil
Mannginger said:
Just a question on this (and I'm aware my earlier cynicism about Facebooks's purchase or Rift is being eroded by my need to have their product)! What happens with the Dev Kit when the main product is launched? Are you able to "Swap" it out for a retail version or would you need to purchase a retail version as well?
Buy a new one, as a development prototype it is expected to be made obselete by newer versions.Mannginger said:
Also - as it's a dev kit will it essentially plug and play to supported games (Elite for example) or would I need to be most of a programmer to be able to do anything with it?
Cheers in advance
Phil
It's plug and play and you don't need to go near any programming to use it.Cheers in advance
Phil
For Elite Dangerous for example it's a matter of entering the graphics options then selecting the correct resolution (1920x1080), selecting the correct monitor (for me that would be monitor #2), enable vsync and enabling 3d support.
Edited by scorp on Thursday 14th August 06:20
Just be aware that, getting some games working can be quite fiddly - drivers are still in the early stages, implementation into games is still fairly rough and you need to mess about to get it to work.
Also remember, you really do need a fairly beefy PC to make the most of it - realistically you need to achieve a constant 75fps @ 1080P to ge the 'best' of the experience (with low persistence)
It's also still rough around the edges. My headset adjustment isn't tight, so it slips every time I put it on. Lenses scratch easily, still a fair bit of chromatic aberration and SDE - I shouldn't have to really mention that, but it's amazing how many people on the OR forums are 'disappointed' with the product. It's a DK!
All things aside...it's a phenomenal pice of kit. Playing Elite Dangerous for the first time on the Rift is easily my most awe-inspiring moment in over 20 years of gaming.
So, i've been playing with it for the last few weeks.
As a piece of technology it's very very impressive. The improved resolution really helps and the head tracking is great, any experience is enhanced by this thing. The software is a bit more clonky this time round, much harder to get working reliably on my system at least and some weird set up requirements like having to run in portrait or inverted mode. It is a dev kit though so I'm sure this stuff will get ironed out.
I tried out a number of demos and test builds, most notably LFS which really impressed. You really feel like you are in the car and can look through the corners. If Project cars, Assetto Corsa and Iracing can do as good a job it will be very impressive indeed, you really feel like you are there.
Other games that worked well were those that used the OR as both the display and the control. And this is where my big question mark over the whole viability of VR comes in. To make the most of it you need a dedicated controller (like a steering wheel for racing games) or a HOTAS for Elite. You have no view outside the OR so unless you are a touch typist forget about a keyboard. So it's going to be for dedicated simists who have the kit to control. This is where I think the Sony project Morpheus will have a better start point the majority of console games are designed for a controller which is held in the hands.
The biggest issue though is it still makes me feel sick after about half an hour. My wife said she was feeling ill after much less time (10 minutes or so) I think it's much improved from the DK1 in this respect and I suspect that you can train yourself so it wont make you ill. I think I'll play about with LFS a bit more but if I'm still ill after this week I think I'll be giving up my VR experiment.
As a piece of technology it's very very impressive. The improved resolution really helps and the head tracking is great, any experience is enhanced by this thing. The software is a bit more clonky this time round, much harder to get working reliably on my system at least and some weird set up requirements like having to run in portrait or inverted mode. It is a dev kit though so I'm sure this stuff will get ironed out.
I tried out a number of demos and test builds, most notably LFS which really impressed. You really feel like you are in the car and can look through the corners. If Project cars, Assetto Corsa and Iracing can do as good a job it will be very impressive indeed, you really feel like you are there.
Other games that worked well were those that used the OR as both the display and the control. And this is where my big question mark over the whole viability of VR comes in. To make the most of it you need a dedicated controller (like a steering wheel for racing games) or a HOTAS for Elite. You have no view outside the OR so unless you are a touch typist forget about a keyboard. So it's going to be for dedicated simists who have the kit to control. This is where I think the Sony project Morpheus will have a better start point the majority of console games are designed for a controller which is held in the hands.
The biggest issue though is it still makes me feel sick after about half an hour. My wife said she was feeling ill after much less time (10 minutes or so) I think it's much improved from the DK1 in this respect and I suspect that you can train yourself so it wont make you ill. I think I'll play about with LFS a bit more but if I'm still ill after this week I think I'll be giving up my VR experiment.
Bullett said:
The software is a bit more clonky this time round, much harder to get working reliably on my system at least and some weird set up requirements like having to run in portrait or inverted mode. It is a dev kit though so I'm sure this stuff will get ironed out.
If you're having to do this it will be because it was built with the DK1 SDK and most likely will be lacking headtracking support ( = more nausea).Nope, that seems to be a pretty common issue with the sdk/runtime for DK2 not specific software packages.
Once I got it set up initially it's worked ok but I still have it set for inverted for every game (and that's in the windows display setting not the rift ones). Head tracking works fine in everything I've tried.
I've not tried to run anything build for SK1.
Once I got it set up initially it's worked ok but I still have it set for inverted for every game (and that's in the windows display setting not the rift ones). Head tracking works fine in everything I've tried.
I've not tried to run anything build for SK1.
Bullett said:
Nope, that seems to be a pretty common issue with the sdk/runtime for DK2 not specific software packages.
Once I got it set up initially it's worked ok but I still have it set for inverted for every game (and that's in the windows display setting not the rift ones). Head tracking works fine in everything I've tried.
I've not tried to run anything build for SK1.
DK2 SDK uses a new monitor driver so there is no second monitor configuration needed, because you are configuring a second monitor it means it's not using DirectHMD mode, which suggests pre-0.3 SDK compatibility mode. Although the last time I checked there was not many demos were compiled with the DK2 SDK (0.4.x). Try that 'office' sample scene in the configuration tool, that should allow DirectHMD mode with no monitor configuration.Once I got it set up initially it's worked ok but I still have it set for inverted for every game (and that's in the windows display setting not the rift ones). Head tracking works fine in everything I've tried.
I've not tried to run anything build for SK1.
Headtracking should work though even for some older stuff.
Edited by scorp on Monday 8th September 10:42
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