Hardware & Technical Non ED related Oculus Rift DK 2 Discussion Thread

Do you have or are you getting a OR?

  • Got a Dev kit 1

    Votes: 11 7.6%
  • Getting a Dev kit 2

    Votes: 72 50.0%
  • Waiting for the Consumer Rift

    Votes: 48 33.3%
  • I'm mad and don't want one

    Votes: 13 9.0%

  • Total voters
    144
Oculus Rift & multiple monitors question

Hiya

To say I'm looking forward to getting my DK2 (hopefully) next month is an understatement.

In the meantime I'm trying to get everything ready and wondered if anyone with the DK1 can advise me on my set up.

I currently run dual monitors from the 2 x DVI ports on the back of my GEF680.

How does the rift fit into this? I see it needs DVI/HDMI from my graphics card. How are people managing this? Do you swap cables or have a splitter cable etc.

Many thanks :)
 
Hiya

To say I'm looking forward to getting my DK2 (hopefully) next month is an understatement.

In the meantime I'm trying to get everything ready and wondered if anyone with the DK1 can advise me on my set up.

I currently run dual monitors from the 2 x DVI ports on the back of my GEF680.

How does the rift fit into this? I see it needs DVI/HDMI from my graphics card. How are people managing this? Do you swap cables or have a splitter cable etc.

Many thanks :)

The Rift can connect via DVI or HDMI port, it comes with both cables. On my gtx 660 ti I have monitors plugged in to the 2 DVI ports, and the Rift plugged in to the HDMI port, you should be able to do the same.


BTW, the Rift also needs a USB port.
 
Don't know if anyone's seen this interview with Brendan Iribe of OVR:

http://venturebeat.com/2014/06/14/how-oculus-vr-is-starting-to-change-the-direction-of-gaming-interview/3/
GamesBeat: In January or March, you showed DK2. That still had a bit of the screen-door effect. How soon will it be before you get that part taken care of?

Iribe: Consumer V1 will not have the screen door. We’re addressing that.

GamesBeat: Is this the same version here, or do you have something new?

Iribe: This is largely the same version in terms of hardware components, but the software continues to get much better. The tracking is better. Obviously the content is better. What we’re talking about here at E3 is content, games. Aaron’s been working with the community now for a year, which is awesome. That’s a lot of fun. We’ve been working with tons of developers in the community, creating content, and people are now starting to create made-for-VR polished experiences that feel very triple-A, very high quality.

Really, though, they’ve only had a few months to play with DK2 and Crystal Cove. Lucky’s Tale and a bunch of these games, these developers have only had weeks to months to play with some of the early prototypes of DK2. When we go out there and ship more than 40,000 DK2 preorders — the first day we start shipping we’re going to be on essentially the same order of magnitude in volume as the entire DK1 lifetime. It’s going to get out there in a huge way and get tons of developers excited and motivated to create great content. Then we’ll have a consumer product that shows up some time. Hopefully not too far away. It’s getting closer all the time.

The consumer product is going to be better in every way compared to the second developer kit. Just like the DK1 to DK2 was a pretty big leap — you’ve seen DK1. You even saw the early duct-tape prototype. Now DK2 is a huge leap forward. The consumer version is going to be another really big leap. That, for me, is the first time I got the true sense of presence. This gave me hints of presence, in DK2. Consumer V1 really delivers.

Here's another interview:

http://www.gamesindustry.biz/articles/2014-06-20-vr-will-be-in-almost-every-household-oculus
 
The Rift can connect via DVI or HDMI port, it comes with both cables. On my gtx 660 ti I have monitors plugged in to the 2 DVI ports, and the Rift plugged in to the HDMI port, you should be able to do the same.


BTW, the Rift also needs a USB port.

Excellent, that's exactly what I wanted to hear. Thanks! There's an additional HDMI on my card too.

So how does it work, is it a 3rd display configurable in windows or does it replace one of the other ports when it's plugged in.

Cheers
 
So how does it work, is it a 3rd display configurable in windows or does it replace one of the other ports when it's plugged in.

Cheers

Yep, if you go to Control Panel -> Display -> Screen Resolution the Rift shows up as just another monitor. I don't think windows really understands that the Rift monitor is related to the orientation data it's receiving via the USB port: if you start a Rift game on your main monitor, the view will still rotate when you rotate your Rift. Different games have different ways of starting on the Rift: luckily ED lets you select a display, but for some games you have to put your monitor in mirrored mode. You will learn some new Windows key shortcuts quickly with the Rift (windows + p to toggle extended/mirrored modes, windows + arrow to move windows to different monitors).

Obviously I've only done this stuff with the DK1, but I assume the DK2 will perform mostly the same.
 
Yep, if you go to Control Panel -> Display -> Screen Resolution the Rift shows up as just another monitor. I don't think windows really understands that the Rift monitor is related to the orientation data it's receiving via the USB port: if you start a Rift game on your main monitor, the view will still rotate when you rotate your Rift. Different games have different ways of starting on the Rift: luckily ED lets you select a display, but for some games you have to put your monitor in mirrored mode. You will learn some new Windows key shortcuts quickly with the Rift (windows + p to toggle extended/mirrored modes, windows + arrow to move windows to different monitors).

Obviously I've only done this stuff with the DK1, but I assume the DK2 will perform mostly the same.

Yes, I've seen the display setting in ED. Handy. Only extra thing I think I'll need for DK2 is two USB ports, one additional for the camera. In surprisingly short supply what with joysticks etc connected!

Cheers Angry Bob.
 
Lens flare in Oculus Rift mode

I don't know that I would call this a bug, exactly.

I play with the O.R. (dude, it's amazing), and whenever I get the lens flare effect from a star or other light source, the flare from each screen does not match up but rather creates a double-vision effect for the flare.

I'm not sure why this happens (i.e. if everything else is projected on both screens, why is only the lens flare not matching up?) but I'm sure someone out there knows the answer.

Thanks :)

xoxo
Ipecac
 
It's correctly simulating the effect of watching the world through two bad camera lenses instead of just one :D

hehe

There is no lens flare to naked eye, I hope they remove lens flare from your pit view and leave it for possible external cameras.

You wear some helmet or what as there is some dirt on visor visible in sunlight, so again no lens flare to your eye.

I think its simply oversight at beta stage and will be corrected later.
 
Oh dear, don't talk about removing the lens flare, there have been long threads about that!

It's a semi-interesting effect for 3D though, I wonder how Jar-Jar Abrams solves it.
 
I don't know that I would call this a bug, exactly.

I play with the O.R. (dude, it's amazing), and whenever I get the lens flare effect from a star or other light source, the flare from each screen does not match up but rather creates a double-vision effect for the flare.

I'm not sure why this happens (i.e. if everything else is projected on both screens, why is only the lens flare not matching up?) but I'm sure someone out there knows the answer.

Thanks :)

xoxo
Ipecac


If you have a look inside stations, you will also notice that this problem happens on shadows. Some objects have a different shadow for each eye - which makes things look a little odd.


Hopefully it's one of those things that gets fixed. It was way worse back in Alpha 1.1
 
Oculus Rift - No longer true steroscopic!

Just loaded up Premium Beta 2 and it seems that the Oculus Rift is no longer using true stereoscopic rendering, but is instead using a simple off-set image.

This is a big problem for the Rift for the following reasons:

Depth of Field is now very flat
The cockpit is massively out of scale - everything looks far too big
There is little to no sense of distance in space.

That said this has given a huge frame rate increase...but that is because Elite is now using a simple rendering technique that doesn't give true Oculus Rift 3D.

I hope this is just temporary, or is down to a bug. Or perhaps I am doing something wrong.
 
Just loaded up Premium Beta 2 and it seems that the Oculus Rift is no longer using true stereoscopic rendering, but is instead using a simple off-set image.

This is a big problem for the Rift for the following reasons:

Depth of Field is now very flat
The cockpit is massively out of scale - everything looks far too big
There is little to no sense of distance in space.

That said this has given a huge frame rate increase...but that is because Elite is now using a simple rendering technique that doesn't give true Oculus Rift 3D.

I hope this is just temporary, or is down to a bug. Or perhaps I am doing something wrong.

I hope it's not true. I bought an OR only for this game.
 
Anyone else lost true Oculus Rift 3D?

Elite is no longer using true stereoscopic rendering, and is instead using the much inferior image off-set during post-processing. To be honest it makes the game look very, very bad.

Hopefully this is just a bug, or temporary. Has anyone else experienced this?
 

Sir.Tj

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