Got that CV1 finally.

@ orfeboy

Not sure what your point is. I am asking about CV1 not vive. I know dk2 works using steam vr but it seems to not work for everyone and not sure I meant to put £400+ on without confirmation it will work with cv1 right away

Last official thing I heard was direct mode and proper rift support was proving difficult.

Palmer lucky I think it was has stated that whilst steam vr my work on the rift it will not support all the features of it and will be a sub standard experience

Sorry, I am not up on VR. My computer would not support it. never mind my post, I thought I was helping.
 
I'd prefer the Rift over the Vive as the ergonomics look better, it's probably cheaper and I don't need the steam controllers for ED.
But...
My credit card is staying put until FD announce that ED will run on a CV1.

This could very well be a Betamax vs VHS race (remember HD-DVD?), and content is king.
 

Robert Maynard

Volunteer Moderator
This could very well be a Betamax vs VHS race (remember HD-DVD?), and content is king.

.... possibly. Although there is the possibility that it will end up in an Intel/AMD or ATi/nVidia battle - better for the consumer if there is competition.

Another way of looking at it is that an HMD is analogous to a monitor (to some extent, in that it is a display) and there are many monitor manufacturers.
 
Same here. With a DK2 in hand, I can (and will) wait for the jury to deliver its verdict before changing. Heck, once the new ADM driver (301) that fixes the judder is out, and FD supports liquidVR in Cobra (for xfired cards... ever an optimist) then I can afford to wait.

:)
 
I got it a bit farther, but as with most IT stuff, fixing one thing usually breaks another. I'll grab something to eat and then I'll tell you guys where I am. Suffice to say I cease working on it for tonight, but at least I got to see it in-game.
 
So this was my experience today
First I got latest Crimson suite and disabled Xfire.
After installing and setting up the runtimes, I fired off ED. At that point the rift was running that white room demo from SteamVR. I couldn't actually stop it without stopping the openVR runtime itself.

When ED started, it opened up completely normally. I Went to Display settings and put the appropriate settings. ED immediately went to Windowed mode, it flipped the display 180 degrees and was showing nothing on the Rift display. The in-menu camera however was fully being controlled (position & rotation) by the HMD (as seen on my monitor/TV).

Several more attempts later I got it running sortof the opposite way - stuff showing on the rift with only rotational tracking and stuff showing on the TV with the image there not being updated by the position and rotation input of the HMD. The rift and mirrored display seemingly decoupled - very weird.

To top it all off, it appeared the image rendered was monoscopic and the entire thing was in a "theatre" window, as if running VorpX in theatre mode.
Generally not what I'd want.
I couldn't fix any of those issues in the little time I had but I did manage to at least go ingame with my Python sitting docked in some station.

And here are my impressions - SDE, as already stated, has been reduced substantially. Close by it is simply a non-issue. Cockpit text is readable without issues also. It seemed the gamma was a big off and colors were pretty pale, but that's probably down to settings. The sweetspot is a lot bigger thankfully.
Since the resolution is marginally better, distant objects are still hard to detect and if you try to discern an object from a few pixels, you end up noticing the SDE and the color bleeding in those pixels.

2X Supersampling had a good effect in clearing out some blurriness in distant objects, but it also produced more SDE on those same objects. Also worth saying that switching to Ultra settings preset killed the benefit of supersampling. Not sure exactly why. MSAA also didn't have any noticable effect.

There was a good comparison that the leap from DK2 to CV1 is as big as the one from DK1 to DK2 was. I now think that statement is very much true.

Hopefully I get it working better in the coming days.

My single pitiful un-OCed 290 was barely pulling 60FPS but I saw less jitter than I'd expect - timewarp was definitely doing its thing.

Closing off with an annoyance - every time I tried changing graphic settings in ED, it reverted to window mode, very low resolution and bad refresh rate.
Also - closing ED now always gives me an exception. Not sure if VR related.

Big thanks to Thorvald for his great guide that helped me get started on this.

..!! at least?! You saw it in game? Hot damn! Rockin good news

I never really had doubts I'll get it to display something. It's was a matter of getting it to do it the right way.
Removing OpenVR from this whole equation is what the tricky part is.
 
So this was my experience today...

Thank you alot for sharing your experience so far. I do wonder if it is possible to use the CV1 hardware with for example 0.6.0.1 which works for me with DK2 and Elite. Despite CV1 being a lot improved, it is basically the same thing with the same functionality.
 
I would imagine that 2 separate screens against a mobile phone stuck to your face makes a difference to the runtime.
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Yes thanks for sharing, one question, how was the IPD adjustment was it solid etc as all previous youtube demo versions didn't seem to have it.
 
I would imagine that 2 separate screens against a mobile phone stuck to your face makes a difference to the runtime.

DK2 is no mobile phone, just the display. There is still only one HDMI connection and I think the CV1 splits a 2160×1200 signal in hardware to the two 1080x1200 displays but who knows. Maybe there is a completely different display code path run, depending on headset model. But IIRC SDK 1.0 will be backward compatible with DK2 so maybe (with a little luck) 0.6.0.1 is forward compatible (hardware wise). Ofcourse it won't be as optimised or have all features but in this point in time maybe better than going through SteamVR Beta.
 
Yes the DK2 screen is from what I remember is split into 8 scan strips driven by the phone display driver. I'm hoping these next gen screens and display drivers are purpose built.
 
Glad to see my post helped at least a little! I'll be in on the pre-order myself and will try some of the tricks you come up with (tonight I'll try the fullscreen matched refresh rate just for kicks).

Cheers!
Tim
 
I would imagine that 2 separate screens against a mobile phone stuck to your face makes a difference to the runtime.

It surely does, but we're still passing through the newest Oculus runtime so that should have been fine.

Yes thanks for sharing, one question, how was the IPD adjustment was it solid etc as all previous youtube demo versions didn't seem to have it.

The IPD adjustment is done physically on the HMD with a small slider.

oculus-rift-cv1-bottom-switch-enhanced-325x231.jpg
 
Having tried an EVT Rift too, its also worth mentioning how incredible the weight reduction has been between the DK2 and CV1. The thing is very very light, and the integrated audio makes the headphone cable tangles a thing of the past, too.

I know they're delayed, and not really applicable to Elite Dangerous, but the Touch controllers are actually very good too. Fast, light and accurate.
 
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If they can find a way to track our hands/fingers (simple reflective/led gloves or something) that would be awesome for a proper 3D cockpit. Able to actually reach and adjust the switches in the virtual pit.

Add a second rift camera above your pit and track the hands? ;-)
 
The big thing for me is the peripheral vision. I always feel like I'm wearing a fairly restricted helmet or goggles with the dk2, and I'd love it if I can see a bit more, especially for flight sims and the like, not just elite where the views to the side/updown are pretty bad anyway.
 
The big thing for me is the peripheral vision. I always feel like I'm wearing a fairly restricted helmet or goggles with the dk2, and I'd love it if I can see a bit more, especially for flight sims and the like, not just elite where the views to the side/updown are pretty bad anyway.

Thanks for reminding me LittleJP, that is pretty much the only "immersion" breaker I still have with my DK2 is the restricted FOV. Once they come up with a nice wrap round or curved or whatever headset, we'll pretty much have the holy grail. It's not too bad in the DK2 as I can move my eyes around to see various parts but it definitely needs help.
 
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