That isn't the case, we're not seeing this issue here. Are you able to screen capture so we can see what you're seeing?
Michael
That isn't the case, we're not seeing this issue here. Are you able to screen capture so we can see what you're seeing?
Michael
That isn't the case, we're not seeing this issue here. Are you able to screen capture so we can see what you're seeing?
Michael
Really sad to hear that the rift support is a bit rubbish at the moment. Valuable lessone to be learned. Don't buy stuff for a game that's still in testing. I'm not spending a penny on anything until the game is released. I've been playing purely keyboard only and it's working out just fine. In fact I've learned a few tricks by working through every control. Hopefully, keyboard support will remain uneffected. I'm keen to get a rift but I'm not an early adopter of most hardware. I hope the fix the rift issues and you guys can get back to having fun testing it. Good luck chaps!
It looks like there might be a difference from the SDK upgrade, but we need to investigate further.
Michael
I have found that if my rift is plugged in i cannot change the resolution greater than 1280x800.. i used to play it at 1920x1200 to get a bit of free AA via hardware downscaling (plus to record vids at any point).
Now, at 1280x800 the text has gone back to being completely unreadable, even with any of the AA options (which apparently were implemented in this release)
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Did you guys try it on the DK1?
Same here. Has anyone submitted a ticket for that?
Anyway, I seriously hope all these issues are bugs and not design choices... this game used to be one of the best VR experiences.
Same here. Has anyone submitted a ticket for that?
Same issue here. Can't believe this got out to the masses. Even worse I cant set the resolution of my main monitor so even with 3d turned off I cant get 1080p. Makes it really unpleasant to play on the rift or my main monitor now.
I know this may sound painful, but is it possible that the DK1 (meant for developers, the box everyone ticked to confirm they were developers when they bought it) has been consigned to the waste bucket of history, without backwards compatibility from the new SDK, on account of only devs would use it, and with the new DK2 all the Devs should be using that...
If so, it's not FD's problem, it's those having hardware no longer supported (on account of it being for developers only, and the SDK1 does carry forward to the DK2).
...and downvote awwaaaay!
No downvote, it's very realistic that it is what might happened here. Did Oculus guaranteed any backwards compatibility for next versions of SDK?