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
"this build should not have gone out to the masses"...well, to be fair the game consists of more things than just VR support.

Well, to be fair, that's not actually what I said ;) I said I can't believe it got out to the masses. That was before we found out it was not evident in DK2
 
I seem to be getting a lot more drift with DK1 in this version too, if I'm moving around my head a bit and the move it back towards the keyboard, it's not longer centered and I'm forced to press f12 to recenter.

This wasn't as much of a problem in beta 1.
 
I would be happy to still use it if the text was readable but it is impossible now due to the res limit. Looks like i will be using my monitor until fixed or maybe I'll just wait until they fix it as I am in no rush really. Long way to go and all that!

Try setting the antialiasing settings to 2xMSAA or 4xMSAA (multisampling). I think it defaults to FXAA (fast approximate) even at "high" quality settings, and that doesn't help much with text readability.

When using MSAA, it gets a lot more readable, and I think it looks better than it did when running at 1920x1080. If everything is working right, 4xMSAA should be roughly equivalent to rendering at 2480x1600 internally, and it shouldn't be necessary to run the Rift at non-native resolution.

Thanks for your answer. What about the FOV? We all have the feeling that everything feels huge and zoomed inside the cockpit, comparing to alpha and beta 1.

I think this is a visual illusion due to the lack of 3D depth, and I wouldn't worry about it at this stage. Close objects currentlylook much too big since they are visually pushed outwards towards infinity. If you turn your head, the head tracking seems to behave consistently, so the overall FOV should be ok. If it were wrong, you'd get very nauseating world warping as you turn your head.
 
I hope the support for DK1 is fixed before Lavecon (5-6 July), as I'm sure a lot of people there will be eager to try out ED with the Rift, and no-one will have a DK2 by then.
I'll be taking my DK1 along for folks to try, and wouldn't want them to be disappointed with their first experience of ED in VR.
 
Very odd? I just tested this and it seemed fine for me, what am I missing?
Is my depth perception shot? :p

I don't have my Rift at the moment, so I've been unable to see this for myself, but apparently exactly the same view is being projected to both eyes, making the cockpit look flat.
Someone did suggest the unplugging the Rift and plugging it in again solves the issue, so maybe it's not as bad as I thought.
Did you do any unplugging Kerrash?
 
Please allow downscaling for oculus rift (ie higher than native resolution)

Since PB2, the resolution for the Oculus Rift is capped at 1280x800.

A lot of us were running a higher resolution and downscaling on the GPU to achieve some "free" AA.
This made the text just about readable.
It also allowed us to capture videos at higher resolutions for youtube etc.
I personally was using 1920x1200.

So, i opened a ticket, but it was closed with the following note:

We are currently locking the selectable resolution at the maximum supported by the Oculus. If you would like to leave some feedback regarding up-scaling, I would recommend heading over to our community forum and letting us know about your current setup.

Please let us use higher resolutions so we can downscale!
Also, some of us were planning on trying downscaling with the DK2, so its not just a DK1 thing.

Thank you.
 
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I have also been playing with the DK1 at 1920x1200 and downscaling...the image is far better than the native 1280x800 resolution.

Unless there is some game-breaking reason for not having this, please re-enable it.
 
No only 2x scale :p
That just makes me think of Sheldon's dream...

Try alternately closing your left eye and right eye. If you have this problem you will notice both images are the same - no stereoscopy.

You can also take a screenshot or look at it on a duplicated monitor.

The scale thing is really, really aweful! :D :eek:
 
I have also been playing with the DK1 at 1920x1200 and downscaling...the image is far better than the native 1280x800 resolution.

Unless there is some game-breaking reason for not having this, please re-enable it.

I second that motion! (or am I thirding it?!:S)
 
Odd, I felt that activating 4xMSAA in graphics options made the text on the Rift look about as good or better at 1280x800 as it did in PB1 at 1920x1080. Though this may depend on the specific antialiasing implementation in the graphics card and driver - traditional MSAA doesn't do a good job with transparent textures, and I suspect this may affect rendering HUD elements.

Instead of running at non-native resolution, how about a feature request to support true supersampling AA as a rendering option where the image is rendered internally at a higher resolution?
 
I don't have an OR, but it's possible that FD is not allowed to offer workarounds around it's hardware capabilities under some legalese. Farcebook may have given FD an infraction for wiggling stuff.

I've seen it done before. Tragic really.
 
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