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
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

I am another Rift DK1 user getting the exact same problem, no stereo separation. Have not changed any settings since Beta 1, which worked great. Would be good if it could be fixed chaps :)
 
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!
 
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

Hmm. Alright, "Juanlo" has uploaded a video that illustrates the issue. I think that will help more than a screen shot. I will make a video as well. Maybe that will help.
 
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!

HA, well testing is for science ! :p It's all good. This is why people buy "devkits" in the first place. So we can tinker with it and help devs build the best experience possible :) I am sure Elite will be great in VR once finished. Alpha 3.4 was already enough to convince me of that.
 
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)

:(
 
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)

:(

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.
 

SlackR

Banned
Have the exact same issue... Also when I try and land on my docking pad I crash to desktop... Everytime!

I'm sure they'll have us back to normal size in the next couple of days...
Feel like I'm in Star Citizen! Lol
 
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.
 

Yaffle

Volunteer Moderator
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!
 
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.

You have to close the game, unplug the rift from your PC (the usb cable) then load the game again, now you should be able to use higher resolutions on your normal monitor
 
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?
 
No downvote, it's very realistic that it is what might happened here. Did Oculus guaranteed any backwards compatibility for next versions of SDK?

Yes, they did. They have stated several times that projects created with SDK 0.3x would be backwards compatible with the DK1, using the old head-neck model instead of the DK2 positional tracking.
 
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